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