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