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