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