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