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