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