SUBJECTS
|
BROWSE
|
CAREER CENTER
|
POPULAR
|
JOIN
|
LOGIN
Business Skills
|
Soft Skills
|
Basic Literacy
|
Certifications
About
|
Help
|
Privacy
|
Terms
|
Email
Search
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. Scaling all directions at once.
Right-Handed System
Uniform Scaling
Bump Maps
Directional Light
2. A light that is being emitted in all directions.
haders
Nodes
Bump Maps
Point Lights
3. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
Transparency Maps
Topology
Shading Networks
4. A light used to simulate sunlight and works by rotation.
Compositing
Point Lights
Directional Light
Action Safe
5. Modified shape to specular
Primitive Shapes
Anisotropic
Hierarchies
Perspective Camera
6. Has specular - Fall off differs from Blinn
Phong and PhongE
Orthographic Cameras
Anisotropic
GUI (Graphical User Interface)
7. Image or color that wraps around the model.
Textures
Ambient Setting on Shaders
Perspective Camera
Primitive Shapes
8. Naming all files in the same way so that they're easy to find.
Naming Convention
Resolution Gate
Bump Maps
Spot Light
9. Has sepcular - Used for really shiny objects
Directional Light
Bump Maps
Hierarchies
Blinn
10. The front - side - top views.
Bump Maps
Topology
File Textures
Orthographic Cameras
11. Imitates rectangular neon light source - Light comes out of source area
Ambient Setting on Shaders
Primitive Shapes
Area Light
Title Safe
12. A small box so that the title doesn't get cut off.
Ambient Light
Reflection Maps
Title Safe
Primitive Shapes
13. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
14. The connection between a shader and texture.
Box Modeling
Spot Light
Shading Networks
Point Light
15. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Reflection Maps
Anisotropic
Directional Light
Ray Tracing
16. Defines where material is transparent - AKA Scalar Maps
Compositing
Transparency Maps
Stencil Maps
Transformations
17. Off-the-shelf software that anyone uses.
Title Safe
World Origin
Turnkey Software
Point Lights
18. Rendering (taking pictures of) a whole sequence or "batch" of images.
Batch Rendering
Action Safe
Primitive Shapes
Light Linking
19. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Procedural Textures (2D and 3D)
Directional Light
Non-Uniform Scaling
Right-Handed System
20. Imitates theatrical spot light - Can be focused
Primitive Shapes
Ambient Setting on Shaders
File Textures
Spot Light
21. 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.
Normals (Display>Polygons>Face Normals)
Transparency Maps
Right-Handed System
NURBS
22. Do alter silhouette edge of object - Require higher tesselation of surface
haders
Hierarchies
Box Modeling
Displacement Maps
23. Imitates light bulb - Omni-directional light rays - Fog
Transparency Maps
Point Light
Box Modeling
Stencil Maps
24. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
Right-Handed System
Ramp Shader
Ambient Setting on Shaders
25. A texture that was taken from a file.
File Textures
Stencil Maps
Lambert
Directional Light
26. Software written specifically for that studio.
Transformations
Hierarchies
Proprietary Software
Compositing
27. The darkest color an object will ever be.
Polygons
Perspective Camera
Ambient Setting on Shaders
Area Light
28. Polygons - NURBS - SubDs
Title Safe
Modeling Paradigms
Transparency Maps
Reflection Maps
29. Made up of isoparms (edges) - controlled vertices - patches (faces).
Proprietary Software
NURBS
Anisotropic
Spot Light
30. The flow of how the edges are patterned around the model.
Topology
Procedural Textures (2D and 3D)
Non-Uniform Scaling
Light Linking
31. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Turnkey Software
Modeling Paradigms
Lambert
32. Mathematically most simple - No specular - Used for matte finishes
Displacement Maps
Lambert
Resolution Gate
World Origin
33. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
GUI (Graphical User Interface)
Hierarchies
Blinn
Directional Light
34. Apply more than one material on object depending on transparency
Bump Maps
Layered Shader
Light Linking
Ray Tracing
35. Imitates fill light - Doesn't affect specular - Imitates bounced light
Point Light
Ambient Light
Ray Tracing
Ramp Shader
36. A black and white image that is used to give the illusion of a bumpy surface.
Modeling Paradigms
Turnkey Software
Bump Maps
Anisotropic
37. The 3D view of your shot.
Transparency Maps
Anisotropic
Perspective Camera
Bump Maps
38. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
haders
Displacement Maps
Point Light
39. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Textures
Reflection Maps
Normals (Display>Polygons>Face Normals)
Directional Light
40. Do not alter silhouette edge of object - Implied texture
Ramp Shader
Naming Convention
Bump Maps
Title Safe
41. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
File Textures
Naming Convention
Primitive Shapes
Area Light
42. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Perspective Camera
Blinn
Ray Tracing
43. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Nodes
Ambient Light
Topology
Normals (Display>Polygons>Face Normals)
44. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Phong and PhongE
Light Linking
Normals (Display>Polygons>Face Normals)
Bump Maps
45. The starting box where you add details needed.
File Textures
Ramp Shader
Turnkey Software
Box Modeling
46. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Turnkey Software
Procedural Textures (2D and 3D)
World Origin
Ray Tracing
47. A container that has either a shader - texture - etc.
Perspective Camera
Hierarchies
Displacement Maps
Nodes
48. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Perspective Camera
Compositing
Refraction
49. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Ambient Light
Turnkey Software
Non-Uniform Scaling
50. Apply more than one material on object depending on position of ramp
Directional Light
Ramp Shader
Orthographic Cameras
Transformations