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