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