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