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