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