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