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