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