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