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