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