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