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