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Test your basic knowledge |
Maya 3D Computer Modeling
Start Test
Study First
Subject
:
it-skills
Instructions:
Answer 50 questions in 15 minutes.
If you are not ready to take this test, you can
study here
.
Match each statement with the correct term.
Don't refresh. All questions and answers are randomly picked and ordered every time you load a test.
This is a study tool. The 3 wrong answers for each question are randomly chosen from answers to other questions. So, you might find at times the answers obvious, but you will see it re-enforces your understanding as you take the test each time.
1. Shows you the resolution of your shot and the aspect ratio of your render cam.
Displacement Maps
Resolution Gate
Reflection Maps
Title Safe
2. A small box so that the title doesn't get cut off.
Transparency Maps
Title Safe
Stencil Maps
Ambient Setting on Shaders
3. Gesture thumb to right - index up - and middle towards you. Represents the axis: positive X is your thumb - positive Y is index finger - and middle finger is positive Z.
Ray Tracing
Right-Handed System
Stencil Maps
Proprietary Software
4. The connection between a shader and texture.
Area Light
Shading Networks
Perspective Camera
Turnkey Software
5. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Turnkey Software
Transformations
Ramp Shader
Procedural Textures (2D and 3D)
6. The front - side - top views.
Box Modeling
Directional Light
Orthographic Cameras
GUI (Graphical User Interface)
7. Has sepcular - Used for really shiny objects
Blinn
Lambert
Textures
Box Modeling
8. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Transformations
Directional Light
Naming Convention
Blinn
9. The darkest color an object will ever be.
Displacement Maps
Primitive Shapes
Ambient Setting on Shaders
haders
10. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
Transformations
Light Linking
Bump Maps
11. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Hierarchies
Resolution Gate
NURBS
Primitive Shapes
12. A black and white image that is used to give the illusion of a bumpy surface.
Shading Networks
Point Light
Bump Maps
Naming Convention
13. Apply more than one material on object depending on position of ramp
Ramp Shader
Compositing
Polygons
Displacement Maps
14. A light used to simulate sunlight and works by rotation.
Directional Light
Right-Handed System
Orthographic Cameras
'Swimming' Texture
15. Off-the-shelf software that anyone uses.
Transformations
Phong and PhongE
Hierarchies
Turnkey Software
16. Image or color that wraps around the model.
Layered Shader
Refraction
Textures
Directional Light
17. Imitates fill light - Doesn't affect specular - Imitates bounced light
Primitive Shapes
Topology
Ambient Light
Batch Rendering
18. The starting box where you add details needed.
Topology
Bump Maps
Box Modeling
Resolution Gate
19. A texture that was taken from a file.
Primitive Shapes
Ray Tracing
File Textures
Shading Networks
20. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Directional Light
Transformations
Ray Tracing
21. Imitates theatrical spot light - Can be focused
Ramp Shader
Point Light
Perspective Camera
Spot Light
22. Made up of isoparms (edges) - controlled vertices - patches (faces).
Layered Shader
Perspective Camera
Title Safe
NURBS
23. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
haders
Proprietary Software
Title Safe
24. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
25. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
World Origin
Hierarchies
Polygons
Batch Rendering
26. A light that is being emitted in all directions.
Topology
File Textures
Point Lights
Spot Light
27. Naming all files in the same way so that they're easy to find.
Naming Convention
Blinn
Shading Networks
Ambient Setting on Shaders
28. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Layered Shader
Perspective Camera
Anisotropic
29. Imitates rectangular neon light source - Light comes out of source area
Non-Uniform Scaling
Layered Shader
Area Light
Right-Handed System
30. Do not alter silhouette edge of object - Implied texture
Batch Rendering
Ambient Light
Bump Maps
Reflection Maps
31. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
haders
NURBS
Bump Maps
Normals (Display>Polygons>Face Normals)
32. Apply more than one material on object depending on transparency
Resolution Gate
Layered Shader
Topology
'Swimming' Texture
33. Scaling all directions at once.
Transformations
Compositing
Bump Maps
Uniform Scaling
34. Mathematically most simple - No specular - Used for matte finishes
Bump Maps
Lambert
Transformations
Ramp Shader
35. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Compositing
Ray Tracing
Action Safe
Bump Maps
36. Picking one arrow and scaling one direction at a time.
Primitive Shapes
Ramp Shader
Title Safe
Non-Uniform Scaling
37. Software written specifically for that studio.
Stencil Maps
Anisotropic
Ambient Setting on Shaders
Proprietary Software
38. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Ramp Shader
Ray Tracing
Directional Light
39. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Polygons
GUI (Graphical User Interface)
Hierarchies
Point Lights
40. The 3D view of your shot.
Perspective Camera
File Textures
Directional Light
Naming Convention
41. A container that has either a shader - texture - etc.
Batch Rendering
Nodes
Procedural Textures (2D and 3D)
Uniform Scaling
42. Polygons - NURBS - SubDs
Uniform Scaling
Ambient Light
Directional Light
Modeling Paradigms
43. When you take all rendered images into a software and turn them into a single movie file.
Batch Rendering
'Swimming' Texture
Compositing
Layered Shader
44. Defines where material is transparent - AKA Scalar Maps
Directional Light
Polygons
Point Light
Transparency Maps
45. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Transformations
Perspective Camera
World Origin
Point Light
46. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
Proprietary Software
Action Safe
Normals (Display>Polygons>Face Normals)
47. The box where an important action must fit so that nothing gets cut off.
Action Safe
Stencil Maps
Refraction
Point Lights
48. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Polygons
Ray Tracing
Ambient Setting on Shaders
haders
49. The flow of how the edges are patterned around the model.
Topology
Action Safe
World Origin
Light Linking
50. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Resolution Gate
Spot Light
Proprietary Software
Light Linking