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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. Off-the-shelf software that anyone uses.
Right-Handed System
Point Light
Turnkey Software
Layered Shader
2. Has sepcular - Used for really shiny objects
Resolution Gate
Orthographic Cameras
Point Light
Blinn
3. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Blinn
Refraction
Directional Light
World Origin
4. Software that uses graphics to click on/buttons instead of typed commands.
Non-Uniform Scaling
Compositing
GUI (Graphical User Interface)
Reflection Maps
5. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
Area Light
Naming Convention
Displacement Maps
6. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Ray Tracing
Transparency Maps
Anisotropic
haders
7. Has specular - Fall off differs from Blinn
NURBS
Directional Light
Reflection Maps
Phong and PhongE
8. A black and white image that is used to give the illusion of a bumpy surface.
Turnkey Software
Bump Maps
Ramp Shader
Proprietary Software
9. Apply more than one material on object depending on position of ramp
Turnkey Software
Action Safe
Ramp Shader
Hierarchies
10. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Lambert
'Swimming' Texture
Refraction
Textures
11. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Non-Uniform Scaling
File Textures
Point Light
Ray Tracing
12. Apply more than one material on object depending on transparency
Layered Shader
Nodes
Anisotropic
File Textures
13. Combine color map with transparency map to create a label that can be applied to surface
GUI (Graphical User Interface)
Stencil Maps
Ambient Setting on Shaders
Displacement Maps
14. Shows you the resolution of your shot and the aspect ratio of your render cam.
'Swimming' Texture
Ambient Setting on Shaders
Compositing
Resolution Gate
15. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Ramp Shader
Normals (Display>Polygons>Face Normals)
Light Linking
Ambient Light
16. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Spot Light
Blinn
Transformations
Hierarchies
17. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Compositing
Spot Light
Proprietary Software
18. Software written specifically for that studio.
Proprietary Software
Displacement Maps
Ramp Shader
Blinn
19. The darkest color an object will ever be.
Non-Uniform Scaling
Nodes
Spot Light
Ambient Setting on Shaders
20. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Resolution Gate
Procedural Textures (2D and 3D)
Polygons
Displacement Maps
21. Rendering (taking pictures of) a whole sequence or "batch" of images.
Primitive Shapes
Turnkey Software
Batch Rendering
Non-Uniform Scaling
22. The front - side - top views.
haders
Orthographic Cameras
Topology
Box Modeling
23. Imitates light bulb - Omni-directional light rays - Fog
Naming Convention
Lambert
Procedural Textures (2D and 3D)
Point Light
24. 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)
Stencil Maps
Polygons
Nodes
25. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Proprietary Software
Right-Handed System
Batch Rendering
26. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
27. Imitates fill light - Doesn't affect specular - Imitates bounced light
Point Light
GUI (Graphical User Interface)
Directional Light
Ambient Light
28. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Right-Handed System
Box Modeling
Title Safe
29. A texture that was taken from a file.
Ambient Setting on Shaders
Point Lights
Point Light
File Textures
30. Do alter silhouette edge of object - Require higher tesselation of surface
Bump Maps
Normals (Display>Polygons>Face Normals)
Displacement Maps
haders
31. When you take all rendered images into a software and turn them into a single movie file.
Topology
Displacement Maps
Compositing
Ambient Light
32. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Ray Tracing
Ambient Setting on Shaders
Shading Networks
33. The 3D view of your shot.
Transparency Maps
Batch Rendering
Perspective Camera
Action Safe
34. The flow of how the edges are patterned around the model.
Topology
Shading Networks
Blinn
Ambient Light
35. A light used to simulate sunlight and works by rotation.
Procedural Textures (2D and 3D)
World Origin
Primitive Shapes
Directional Light
36. Polygons - NURBS - SubDs
Transformations
Perspective Camera
Uniform Scaling
Modeling Paradigms
37. A light that is being emitted in all directions.
'Swimming' Texture
Point Lights
Shading Networks
World Origin
38. Modified shape to specular
Anisotropic
Uniform Scaling
Modeling Paradigms
Batch Rendering
39. The starting box where you add details needed.
Resolution Gate
Box Modeling
Ambient Light
Displacement Maps
40. Image or color that wraps around the model.
Turnkey Software
Textures
Reflection Maps
Phong and PhongE
41. Scaling all directions at once.
Transparency Maps
Blinn
Point Lights
Uniform Scaling
42. Imitates theatrical spot light - Can be focused
Spot Light
Bump Maps
Anisotropic
haders
43. The connection between a shader and texture.
Refraction
Shading Networks
Spot Light
Topology
44. The box where an important action must fit so that nothing gets cut off.
Resolution Gate
Topology
Action Safe
Transparency Maps
45. Do not alter silhouette edge of object - Implied texture
File Textures
Bump Maps
Hierarchies
Polygons
46. Imitates rectangular neon light source - Light comes out of source area
Area Light
Ray Tracing
Naming Convention
Resolution Gate
47. Picking one arrow and scaling one direction at a time.
Transformations
Non-Uniform Scaling
GUI (Graphical User Interface)
Ambient Setting on Shaders
48. A container that has either a shader - texture - etc.
Ambient Light
Ray Tracing
Bump Maps
Nodes
49. 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.
GUI (Graphical User Interface)
Right-Handed System
Turnkey Software
Transformations
50. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Procedural Textures (2D and 3D)
Spot Light
Reflection Maps
Refraction