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