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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 darkest color an object will ever be.
Ambient Setting on Shaders
Right-Handed System
Directional Light
Blinn
2. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Hierarchies
World Origin
Reflection Maps
Point Lights
3. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Perspective Camera
Ray Tracing
Point Lights
Blinn
4. Imitates fill light - Doesn't affect specular - Imitates bounced light
Ambient Light
Box Modeling
Orthographic Cameras
Stencil Maps
5. Something that shows how light will affect a model (Blinn - Lambert - etc.)
File Textures
Area Light
Procedural Textures (2D and 3D)
haders
6. The box where an important action must fit so that nothing gets cut off.
Action Safe
Modeling Paradigms
'Swimming' Texture
Uniform Scaling
7. Image or color that wraps around the model.
Textures
Reflection Maps
Anisotropic
Bump Maps
8. Imitates light bulb - Omni-directional light rays - Fog
Ray Tracing
World Origin
Point Light
Layered Shader
9. Do alter silhouette edge of object - Require higher tesselation of surface
Lambert
Displacement Maps
Right-Handed System
Ray Tracing
10. The connection between a shader and texture.
Shading Networks
Uniform Scaling
Procedural Textures (2D and 3D)
Phong and PhongE
11. Has specular - Fall off differs from Blinn
Phong and PhongE
Refraction
Ambient Setting on Shaders
'Swimming' Texture
12. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Ramp Shader
Nodes
Procedural Textures (2D and 3D)
Normals (Display>Polygons>Face Normals)
13. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Phong and PhongE
Spot Light
Point Lights
Reflection Maps
14. Imitates theatrical spot light - Can be focused
Modeling Paradigms
Anisotropic
Ambient Light
Spot Light
15. The front - side - top views.
Displacement Maps
Anisotropic
Bump Maps
Orthographic Cameras
16. Software that uses graphics to click on/buttons instead of typed commands.
haders
Stencil Maps
Spot Light
GUI (Graphical User Interface)
17. The 3D view of your shot.
Modeling Paradigms
Textures
Directional Light
Perspective Camera
18. A small box so that the title doesn't get cut off.
Title Safe
Ray Tracing
Action Safe
Modeling Paradigms
19. Do not alter silhouette edge of object - Implied texture
'Swimming' Texture
Bump Maps
Refraction
World Origin
20. Has sepcular - Used for really shiny objects
Perspective Camera
Blinn
Area Light
haders
21. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Uniform Scaling
Normals (Display>Polygons>Face Normals)
World Origin
Transparency Maps
22. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Bump Maps
Hierarchies
Resolution Gate
Primitive Shapes
23. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Turnkey Software
Directional Light
File Textures
24. A light that is being emitted in all directions.
Bump Maps
Non-Uniform Scaling
Transformations
Point Lights
25. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
26. Apply more than one material on object depending on position of ramp
Right-Handed System
Ambient Setting on Shaders
Ramp Shader
Light Linking
27. Apply more than one material on object depending on transparency
Ambient Light
Reflection Maps
Ambient Setting on Shaders
Layered Shader
28. The starting box where you add details needed.
File Textures
Perspective Camera
Shading Networks
Box Modeling
29. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Hierarchies
Blinn
Orthographic Cameras
Light Linking
30. Scaling all directions at once.
Ramp Shader
Uniform Scaling
Turnkey Software
Bump Maps
31. When you take all rendered images into a software and turn them into a single movie file.
Resolution Gate
Bump Maps
Compositing
Point Lights
32. Defines where material is transparent - AKA Scalar Maps
GUI (Graphical User Interface)
Hierarchies
Transparency Maps
'Swimming' Texture
33. A texture that was taken from a file.
Textures
Orthographic Cameras
haders
File Textures
34. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Non-Uniform Scaling
Ambient Setting on Shaders
Refraction
35. A light used to simulate sunlight and works by rotation.
Non-Uniform Scaling
Directional Light
Blinn
Ambient Setting on Shaders
36. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Blinn
Anisotropic
GUI (Graphical User Interface)
37. A container that has either a shader - texture - etc.
Bump Maps
Blinn
Nodes
Normals (Display>Polygons>Face Normals)
38. The flow of how the edges are patterned around the model.
'Swimming' Texture
World Origin
Topology
Naming Convention
39. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
World Origin
Directional Light
Procedural Textures (2D and 3D)
Right-Handed System
40. 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.
Right-Handed System
Non-Uniform Scaling
Spot Light
Primitive Shapes
41. Off-the-shelf software that anyone uses.
Naming Convention
Turnkey Software
Area Light
Directional Light
42. Naming all files in the same way so that they're easy to find.
Stencil Maps
Spot Light
Naming Convention
Procedural Textures (2D and 3D)
43. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Transformations
Box Modeling
File Textures
44. Software written specifically for that studio.
Action Safe
Proprietary Software
Point Light
Primitive Shapes
45. Includes translating - rotating - and scaling an object in (x -y -z).
Topology
'Swimming' Texture
Transformations
Anisotropic
46. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Perspective Camera
Primitive Shapes
Layered Shader
Refraction
47. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Transformations
Reflection Maps
Polygons
Textures
48. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Point Lights
Right-Handed System
Directional Light
Layered Shader
49. Polygons - NURBS - SubDs
Modeling Paradigms
haders
Batch Rendering
Ambient Setting on Shaders
50. Picking one arrow and scaling one direction at a time.
Proprietary Software
Perspective Camera
Non-Uniform Scaling
Bump Maps