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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 black and white image that is used to give the illusion of a bumpy surface.
Naming Convention
Refraction
Bump Maps
Blinn
2. A light that is being emitted in all directions.
Point Lights
World Origin
Layered Shader
Phong and PhongE
3. The darkest color an object will ever be.
Procedural Textures (2D and 3D)
Ambient Setting on Shaders
Lambert
World Origin
4. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
'Swimming' Texture
NURBS
Directional Light
5. Made up of isoparms (edges) - controlled vertices - patches (faces).
Ambient Setting on Shaders
Light Linking
NURBS
Spot Light
6. 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.
Action Safe
Reflection Maps
Area Light
Right-Handed System
7. Mathematically most simple - No specular - Used for matte finishes
Lambert
Non-Uniform Scaling
Ramp Shader
Layered Shader
8. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Transparency Maps
Orthographic Cameras
Title Safe
9. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Turnkey Software
Ambient Setting on Shaders
Blinn
Reflection Maps
10. A texture that was taken from a file.
Title Safe
File Textures
Reflection Maps
Non-Uniform Scaling
11. Imitates rectangular neon light source - Light comes out of source area
Ramp Shader
Uniform Scaling
Area Light
Textures
12. A small box so that the title doesn't get cut off.
Perspective Camera
Normals (Display>Polygons>Face Normals)
Orthographic Cameras
Title Safe
13. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Resolution Gate
Ambient Light
Compositing
14. The starting box where you add details needed.
GUI (Graphical User Interface)
Phong and PhongE
Box Modeling
Batch Rendering
15. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Action Safe
haders
'Swimming' Texture
Light Linking
16. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Ambient Light
Box Modeling
Light Linking
Refraction
17. Off-the-shelf software that anyone uses.
Reflection Maps
Point Light
Modeling Paradigms
Turnkey Software
18. When you take all rendered images into a software and turn them into a single movie file.
Directional Light
Displacement Maps
Compositing
Perspective Camera
19. Scaling all directions at once.
Uniform Scaling
Action Safe
Turnkey Software
Naming Convention
20. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Right-Handed System
Directional Light
Non-Uniform Scaling
Uniform Scaling
21. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Right-Handed System
Displacement Maps
Refraction
Polygons
22. Apply more than one material on object depending on transparency
Batch Rendering
Primitive Shapes
Non-Uniform Scaling
Layered Shader
23. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Directional Light
Blinn
Procedural Textures (2D and 3D)
Topology
24. Naming all files in the same way so that they're easy to find.
Hierarchies
Turnkey Software
Naming Convention
Uniform Scaling
25. The flow of how the edges are patterned around the model.
Action Safe
Anisotropic
Blinn
Topology
26. Polygons - NURBS - SubDs
Ambient Light
Modeling Paradigms
Transparency Maps
Anisotropic
27. A container that has either a shader - texture - etc.
Hierarchies
Uniform Scaling
Perspective Camera
Nodes
28. Imitates fill light - Doesn't affect specular - Imitates bounced light
Transparency Maps
Right-Handed System
Ambient Light
Box Modeling
29. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
30. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
File Textures
Ray Tracing
Topology
Ramp Shader
31. Defines where material is transparent - AKA Scalar Maps
Spot Light
Resolution Gate
Transparency Maps
GUI (Graphical User Interface)
32. Rendering (taking pictures of) a whole sequence or "batch" of images.
Primitive Shapes
Stencil Maps
Right-Handed System
Batch Rendering
33. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Normals (Display>Polygons>Face Normals)
Ambient Light
Ramp Shader
34. Has sepcular - Used for really shiny objects
World Origin
Blinn
Compositing
Uniform Scaling
35. Includes translating - rotating - and scaling an object in (x -y -z).
Spot Light
Layered Shader
Transformations
Orthographic Cameras
36. Modified shape to specular
Anisotropic
Ramp Shader
Topology
Transparency Maps
37. The connection between a shader and texture.
Transformations
Shading Networks
Nodes
Bump Maps
38. Combine color map with transparency map to create a label that can be applied to surface
Spot Light
Stencil Maps
Reflection Maps
Nodes
39. Picking one arrow and scaling one direction at a time.
Procedural Textures (2D and 3D)
Refraction
File Textures
Non-Uniform Scaling
40. Image or color that wraps around the model.
Modeling Paradigms
Textures
Stencil Maps
Batch Rendering
41. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Non-Uniform Scaling
Hierarchies
Right-Handed System
File Textures
42. The 3D view of your shot.
Perspective Camera
Modeling Paradigms
Reflection Maps
Layered Shader
43. Imitates theatrical spot light - Can be focused
Transformations
Hierarchies
Spot Light
Reflection Maps
44. Software that uses graphics to click on/buttons instead of typed commands.
World Origin
Lambert
GUI (Graphical User Interface)
Anisotropic
45. Has specular - Fall off differs from Blinn
Phong and PhongE
Textures
Blinn
Transparency Maps
46. A light used to simulate sunlight and works by rotation.
Box Modeling
Naming Convention
GUI (Graphical User Interface)
Directional Light
47. The front - side - top views.
Procedural Textures (2D and 3D)
Orthographic Cameras
Transparency Maps
Light Linking
48. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Ramp Shader
Textures
Polygons
Bump Maps
49. 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)
Transparency Maps
Uniform Scaling
Non-Uniform Scaling
50. Software written specifically for that studio.
Turnkey Software
Proprietary Software
Directional Light
Point Lights