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