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