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