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