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