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