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