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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. Imitates rectangular neon light source - Light comes out of source area
Ramp Shader
Proprietary Software
Shading Networks
Area Light
2. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Directional Light
Area Light
Stencil Maps
Ambient Setting on Shaders
3. A texture that was taken from a file.
Lambert
Textures
Ramp Shader
File Textures
4. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Transformations
Layered Shader
Ray Tracing
Bump Maps
5. Imitates light bulb - Omni-directional light rays - Fog
Ambient Light
Box Modeling
Point Light
Light Linking
6. A container that has either a shader - texture - etc.
GUI (Graphical User Interface)
Nodes
Resolution Gate
Hierarchies
7. The connection between a shader and texture.
Primitive Shapes
Shading Networks
Point Light
Textures
8. Rendering (taking pictures of) a whole sequence or "batch" of images.
Perspective Camera
Spot Light
Batch Rendering
World Origin
9. When you take all rendered images into a software and turn them into a single movie file.
File Textures
Compositing
Textures
Modeling Paradigms
10. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Point Light
World Origin
Hierarchies
11. Software that uses graphics to click on/buttons instead of typed commands.
File Textures
Normals (Display>Polygons>Face Normals)
Reflection Maps
GUI (Graphical User Interface)
12. Do alter silhouette edge of object - Require higher tesselation of surface
Orthographic Cameras
Displacement Maps
Reflection Maps
Area Light
13. Made up of isoparms (edges) - controlled vertices - patches (faces).
Primitive Shapes
NURBS
Polygons
Shading Networks
14. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
15. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Nodes
World Origin
Turnkey Software
16. The flow of how the edges are patterned around the model.
Topology
Proprietary Software
Transformations
Box Modeling
17. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Procedural Textures (2D and 3D)
Textures
Anisotropic
World Origin
18. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Ambient Setting on Shaders
GUI (Graphical User Interface)
Procedural Textures (2D and 3D)
19. The darkest color an object will ever be.
Ambient Setting on Shaders
Displacement Maps
Resolution Gate
Procedural Textures (2D and 3D)
20. A small box so that the title doesn't get cut off.
Title Safe
Bump Maps
Anisotropic
Compositing
21. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
'Swimming' Texture
Point Lights
Lambert
22. Imitates theatrical spot light - Can be focused
Refraction
Lambert
Modeling Paradigms
Spot Light
23. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Lambert
Area Light
Normals (Display>Polygons>Face Normals)
24. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Normals (Display>Polygons>Face Normals)
Compositing
Ray Tracing
NURBS
25. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Right-Handed System
Textures
'Swimming' Texture
Hierarchies
26. A light that is being emitted in all directions.
Ambient Setting on Shaders
Point Lights
Proprietary Software
Uniform Scaling
27. Apply more than one material on object depending on position of ramp
Ramp Shader
Point Lights
Transparency Maps
Proprietary Software
28. The box where an important action must fit so that nothing gets cut off.
Action Safe
Box Modeling
Light Linking
GUI (Graphical User Interface)
29. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Ambient Setting on Shaders
Orthographic Cameras
Lambert
Procedural Textures (2D and 3D)
30. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Polygons
NURBS
Reflection Maps
Primitive Shapes
31. A black and white image that is used to give the illusion of a bumpy surface.
Directional Light
Bump Maps
Title Safe
Normals (Display>Polygons>Face Normals)
32. Do not alter silhouette edge of object - Implied texture
Bump Maps
Transparency Maps
GUI (Graphical User Interface)
Reflection Maps
33. Modified shape to specular
Displacement Maps
Anisotropic
Textures
Hierarchies
34. Has specular - Fall off differs from Blinn
Spot Light
Phong and PhongE
Box Modeling
Modeling Paradigms
35. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Light Linking
Refraction
Layered Shader
36. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
Refraction
Perspective Camera
Anisotropic
37. 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.
Normals (Display>Polygons>Face Normals)
Anisotropic
Perspective Camera
Right-Handed System
38. Naming all files in the same way so that they're easy to find.
Ambient Setting on Shaders
Naming Convention
Ray Tracing
Shading Networks
39. Imitates fill light - Doesn't affect specular - Imitates bounced light
Ambient Light
Point Lights
Shading Networks
haders
40. Scaling all directions at once.
Topology
Resolution Gate
Layered Shader
Uniform Scaling
41. Picking one arrow and scaling one direction at a time.
Light Linking
Point Lights
Naming Convention
Non-Uniform Scaling
42. Polygons - NURBS - SubDs
Topology
Modeling Paradigms
Directional Light
Naming Convention
43. Software written specifically for that studio.
Proprietary Software
Compositing
Anisotropic
Directional Light
44. Apply more than one material on object depending on transparency
Textures
Displacement Maps
Layered Shader
Spot Light
45. The 3D view of your shot.
Perspective Camera
Displacement Maps
Uniform Scaling
Area Light
46. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Right-Handed System
GUI (Graphical User Interface)
Proprietary Software
47. The front - side - top views.
Orthographic Cameras
File Textures
Title Safe
World Origin
48. The starting box where you add details needed.
Box Modeling
Nodes
Light Linking
Lambert
49. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Displacement Maps
Polygons
Orthographic Cameras
50. Has sepcular - Used for really shiny objects
Ray Tracing
World Origin
Blinn
NURBS