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