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