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