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