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