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