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