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. The 3D view of your shot.
'Swimming' Texture
Reflection Maps
Procedural Textures (2D and 3D)
Perspective Camera
2. Imitates rectangular neon light source - Light comes out of source area
File Textures
Anisotropic
'Swimming' Texture
Area Light
3. The flow of how the edges are patterned around the model.
Batch Rendering
Perspective Camera
Shading Networks
Topology
4. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Transformations
Transparency Maps
Primitive Shapes
Nodes
5. Off-the-shelf software that anyone uses.
'Swimming' Texture
Bump Maps
World Origin
Turnkey Software
6. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Area Light
Perspective Camera
Procedural Textures (2D and 3D)
Proprietary Software
7. Imitates light bulb - Omni-directional light rays - Fog
Topology
NURBS
Point Light
Reflection Maps
8. 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.
Anisotropic
Shading Networks
Normals (Display>Polygons>Face Normals)
Right-Handed System
9. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Resolution Gate
Stencil Maps
NURBS
Refraction
10. Made up of isoparms (edges) - controlled vertices - patches (faces).
Blinn
NURBS
Bump Maps
Directional Light
11. Apply more than one material on object depending on position of ramp
Hierarchies
Ramp Shader
Directional Light
Point Lights
12. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
13. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Phong and PhongE
haders
Title Safe
14. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Directional Light
World Origin
Uniform Scaling
15. A light used to simulate sunlight and works by rotation.
Ray Tracing
Phong and PhongE
Directional Light
Non-Uniform Scaling
16. A texture that was taken from a file.
Point Light
File Textures
Point Lights
Right-Handed System
17. The connection between a shader and texture.
Directional Light
Non-Uniform Scaling
Bump Maps
Shading Networks
18. Has sepcular - Used for really shiny objects
'Swimming' Texture
Area Light
Modeling Paradigms
Blinn
19. Has specular - Fall off differs from Blinn
Phong and PhongE
World Origin
Blinn
Ray Tracing
20. Polygons - NURBS - SubDs
'Swimming' Texture
Modeling Paradigms
Right-Handed System
GUI (Graphical User Interface)
21. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Layered Shader
Blinn
haders
Box Modeling
22. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Bump Maps
Ray Tracing
Action Safe
23. Mathematically most simple - No specular - Used for matte finishes
Lambert
Textures
Title Safe
Blinn
24. Imitates fill light - Doesn't affect specular - Imitates bounced light
Bump Maps
Directional Light
Ambient Light
Box Modeling
25. 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
Hierarchies
Title Safe
Box Modeling
26. Image or color that wraps around the model.
Textures
Transparency Maps
Lambert
Box Modeling
27. A light that is being emitted in all directions.
Nodes
World Origin
File Textures
Point Lights
28. Do alter silhouette edge of object - Require higher tesselation of surface
Nodes
Displacement Maps
Point Lights
Primitive Shapes
29. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ray Tracing
Area Light
Nodes
Spot Light
30. Naming all files in the same way so that they're easy to find.
Transformations
Light Linking
Naming Convention
Resolution Gate
31. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Directional Light
Ambient Light
Uniform Scaling
32. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Proprietary Software
Normals (Display>Polygons>Face Normals)
Layered Shader
Textures
33. A container that has either a shader - texture - etc.
Point Lights
Title Safe
Orthographic Cameras
Nodes
34. Shows you the resolution of your shot and the aspect ratio of your render cam.
Displacement Maps
Resolution Gate
Turnkey Software
File Textures
35. A small box so that the title doesn't get cut off.
haders
Bump Maps
Naming Convention
Title Safe
36. Includes translating - rotating - and scaling an object in (x -y -z).
World Origin
Transformations
Ambient Light
Perspective Camera
37. Picking one arrow and scaling one direction at a time.
NURBS
Topology
Uniform Scaling
Non-Uniform Scaling
38. Scaling all directions at once.
Refraction
Uniform Scaling
Ambient Setting on Shaders
Compositing
39. The front - side - top views.
Turnkey Software
'Swimming' Texture
Spot Light
Orthographic Cameras
40. Combine color map with transparency map to create a label that can be applied to surface
haders
Action Safe
Compositing
Stencil Maps
41. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Proprietary Software
Area Light
GUI (Graphical User Interface)
World Origin
42. Do not alter silhouette edge of object - Implied texture
File Textures
Stencil Maps
Naming Convention
Bump Maps
43. Apply more than one material on object depending on transparency
Bump Maps
Textures
Layered Shader
Directional Light
44. Imitates theatrical spot light - Can be focused
Spot Light
Perspective Camera
Turnkey Software
Compositing
45. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Naming Convention
File Textures
Bump Maps
Reflection Maps
46. Software written specifically for that studio.
Bump Maps
Right-Handed System
Textures
Proprietary Software
47. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Anisotropic
GUI (Graphical User Interface)
Directional Light
Primitive Shapes
48. When you take all rendered images into a software and turn them into a single movie file.
Light Linking
Compositing
Blinn
Displacement Maps
49. The darkest color an object will ever be.
Anisotropic
Displacement Maps
File Textures
Ambient Setting on Shaders
50. Modified shape to specular
Nodes
Non-Uniform Scaling
Topology
Anisotropic