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Test your basic knowledge |
Maya 3D Computer Modeling
Subject
:
it-skills
Instructions:
Answer
30
questions in
15 minutes
.
1 minute extra for reading the instructions.
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. A light used to simulate sunlight and works by rotation.
Directional Light
Normals (Display>Polygons>Face Normals)
Topology
Transformations
2. Rendering (taking pictures of) a whole sequence or "batch" of images.
Batch Rendering
Uniform Scaling
Polygons
Transparency Maps
3. A small box so that the title doesn't get cut off.
Layered Shader
Blinn
Title Safe
Reflection Maps
4. Apply more than one material on object depending on transparency
Perspective Camera
Box Modeling
Layered Shader
Light Linking
5. Has specular - Fall off differs from Blinn
Batch Rendering
Light Linking
Phong and PhongE
Action Safe
6. Mathematically most simple - No specular - Used for matte finishes
Uniform Scaling
Title Safe
Lambert
Right-Handed System
7. A texture that was taken from a file.
Batch Rendering
Anisotropic
File Textures
Nodes
8. When you take all rendered images into a software and turn them into a single movie file.
Refraction
Compositing
World Origin
Box Modeling
9. Imitates theatrical spot light - Can be focused
Spot Light
Polygons
Point Lights
Topology
10. Includes translating - rotating - and scaling an object in (x -y -z).
Shading Networks
Refraction
Transformations
World Origin
11. Modified shape to specular
Layered Shader
haders
Anisotropic
Directional Light
12. A container that has either a shader - texture - etc.
Transparency Maps
Nodes
Ramp Shader
Compositing
13. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Compositing
Directional Light
Naming Convention
Reflection Maps
14. Software written specifically for that studio.
Transparency Maps
Transformations
Proprietary Software
Right-Handed System
15. A light that is being emitted in all directions.
Perspective Camera
Point Lights
Title Safe
Right-Handed System
16. A black and white image that is used to give the illusion of a bumpy surface.
Spot Light
Bump Maps
Area Light
Batch Rendering
17. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Light Linking
Reflection Maps
Ambient Setting on Shaders
Ray Tracing
18. Do alter silhouette edge of object - Require higher tesselation of surface
Ambient Light
Orthographic Cameras
Procedural Textures (2D and 3D)
Displacement Maps
19. The flow of how the edges are patterned around the model.
Polygons
Ramp Shader
Topology
Displacement Maps
20. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Ambient Light
Primitive Shapes
Box Modeling
Perspective Camera
21. Apply more than one material on object depending on position of ramp
'Swimming' Texture
GUI (Graphical User Interface)
Transparency Maps
Ramp Shader
22. Defines where material is transparent - AKA Scalar Maps
Nodes
Layered Shader
Refraction
Transparency Maps
23. The connection between a shader and texture.
Non-Uniform Scaling
Shading Networks
Naming Convention
Right-Handed System
24. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Compositing
Area Light
Proprietary Software
Normals (Display>Polygons>Face Normals)
25. Do not alter silhouette edge of object - Implied texture
Textures
Shading Networks
Primitive Shapes
Bump Maps
26. Has sepcular - Used for really shiny objects
Shading Networks
Ramp Shader
Blinn
Directional Light
27. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Right-Handed System
Uniform Scaling
Refraction
Layered Shader
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.
Light Linking
Reflection Maps
Right-Handed System
Naming Convention
29. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Resolution Gate
Right-Handed System
Light Linking
Naming Convention
30. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
NURBS
Refraction
Nodes