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