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