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