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