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