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