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