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