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