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