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