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