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