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