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