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