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