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