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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. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Turnkey Software
Stencil Maps
Ambient Setting on Shaders
2. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Naming Convention
Light Linking
Resolution Gate
Turnkey Software
3. Imitates fill light - Doesn't affect specular - Imitates bounced light
Directional Light
Uniform Scaling
Ambient Light
Bump Maps
4. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Shading Networks
Bump Maps
haders
'Swimming' Texture
5. Rendering (taking pictures of) a whole sequence or "batch" of images.
haders
Directional Light
Batch Rendering
Blinn
6. Scaling all directions at once.
Action Safe
Uniform Scaling
Anisotropic
Turnkey Software
7. The connection between a shader and texture.
Right-Handed System
Modeling Paradigms
Shading Networks
NURBS
8. Shows you the resolution of your shot and the aspect ratio of your render cam.
Polygons
Spot Light
Resolution Gate
Proprietary Software
9. Do not alter silhouette edge of object - Implied texture
Naming Convention
Modeling Paradigms
Layered Shader
Bump Maps
10. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Procedural Textures (2D and 3D)
World Origin
Action Safe
Lambert
11. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Directional Light
Phong and PhongE
Resolution Gate
12. Image or color that wraps around the model.
World Origin
Textures
Directional Light
Shading Networks
13. The starting box where you add details needed.
Stencil Maps
Nodes
Directional Light
Box Modeling
14. Apply more than one material on object depending on position of ramp
Bump Maps
Directional Light
Normals (Display>Polygons>Face Normals)
Ramp Shader
15. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
GUI (Graphical User Interface)
Directional Light
Spot Light
Hierarchies
16. Off-the-shelf software that anyone uses.
Turnkey Software
Lambert
Hierarchies
Ramp Shader
17. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Layered Shader
Ray Tracing
Topology
Hierarchies
18. Software that uses graphics to click on/buttons instead of typed commands.
Layered Shader
Ramp Shader
Transparency Maps
GUI (Graphical User Interface)
19. 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.
Spot Light
Right-Handed System
Stencil Maps
NURBS
20. Imitates rectangular neon light source - Light comes out of source area
Area Light
Layered Shader
Nodes
Anisotropic
21. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Non-Uniform Scaling
Transparency Maps
Phong and PhongE
Normals (Display>Polygons>Face Normals)
22. The flow of how the edges are patterned around the model.
Topology
Phong and PhongE
Non-Uniform Scaling
Directional Light
23. Imitates theatrical spot light - Can be focused
Ray Tracing
Spot Light
Normals (Display>Polygons>Face Normals)
Procedural Textures (2D and 3D)
24. The front - side - top views.
Proprietary Software
Light Linking
Transparency Maps
Orthographic Cameras
25. A light used to simulate sunlight and works by rotation.
Directional Light
Polygons
Topology
Box Modeling
26. Has sepcular - Used for really shiny objects
'Swimming' Texture
Hierarchies
Textures
Blinn
27. When you take all rendered images into a software and turn them into a single movie file.
Nodes
Compositing
Spot Light
Batch Rendering
28. Apply more than one material on object depending on transparency
Directional Light
Perspective Camera
Ambient Setting on Shaders
Layered Shader
29. Do alter silhouette edge of object - Require higher tesselation of surface
Stencil Maps
Displacement Maps
Ambient Light
Spot Light
30. Includes translating - rotating - and scaling an object in (x -y -z).
World Origin
Orthographic Cameras
Turnkey Software
Transformations
31. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Box Modeling
Point Lights
Primitive Shapes
32. Naming all files in the same way so that they're easy to find.
Textures
Naming Convention
Compositing
Shading Networks
33. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Ramp Shader
Reflection Maps
Polygons
Proprietary Software
34. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
35. A small box so that the title doesn't get cut off.
Title Safe
Primitive Shapes
GUI (Graphical User Interface)
Spot Light
36. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Layered Shader
Area Light
Ramp Shader
Procedural Textures (2D and 3D)
37. Imitates light bulb - Omni-directional light rays - Fog
Shading Networks
Point Light
Bump Maps
Orthographic Cameras
38. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
'Swimming' Texture
Shading Networks
Area Light
Hierarchies
39. Picking one arrow and scaling one direction at a time.
World Origin
NURBS
File Textures
Non-Uniform Scaling
40. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Blinn
Modeling Paradigms
Refraction
Ray Tracing
41. The 3D view of your shot.
Stencil Maps
NURBS
Blinn
Perspective Camera
42. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Nodes
Polygons
Refraction
Turnkey Software
43. A container that has either a shader - texture - etc.
Nodes
Bump Maps
Non-Uniform Scaling
Directional Light
44. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Ambient Setting on Shaders
Polygons
Primitive Shapes
NURBS
45. Modified shape to specular
Layered Shader
Polygons
Anisotropic
World Origin
46. The box where an important action must fit so that nothing gets cut off.
Action Safe
Spot Light
Displacement Maps
Blinn
47. A texture that was taken from a file.
Ambient Light
File Textures
Transparency Maps
Stencil Maps
48. Has specular - Fall off differs from Blinn
Phong and PhongE
Uniform Scaling
Polygons
Orthographic Cameras
49. A light that is being emitted in all directions.
Primitive Shapes
Transformations
Point Lights
File Textures
50. The darkest color an object will ever be.
Ambient Setting on Shaders
Resolution Gate
Turnkey Software
Compositing