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