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