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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. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Batch Rendering
Primitive Shapes
Spot Light
Ray Tracing
2. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Turnkey Software
Blinn
Title Safe
Normals (Display>Polygons>Face Normals)
3. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Nodes
Ray Tracing
Turnkey Software
Procedural Textures (2D and 3D)
4. The connection between a shader and texture.
Bump Maps
Shading Networks
Transformations
Right-Handed System
5. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
'Swimming' Texture
Bump Maps
Point Lights
6. Imitates theatrical spot light - Can be focused
Spot Light
Displacement Maps
Ambient Setting on Shaders
Right-Handed System
7. Mathematically most simple - No specular - Used for matte finishes
Stencil Maps
Lambert
Right-Handed System
Blinn
8. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Orthographic Cameras
Procedural Textures (2D and 3D)
Directional Light
Modeling Paradigms
9. A container that has either a shader - texture - etc.
Nodes
Turnkey Software
Transformations
Procedural Textures (2D and 3D)
10. Do alter silhouette edge of object - Require higher tesselation of surface
GUI (Graphical User Interface)
Displacement Maps
Stencil Maps
Point Light
11. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Hierarchies
Normals (Display>Polygons>Face Normals)
Area Light
Compositing
12. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
NURBS
File Textures
Procedural Textures (2D and 3D)
13. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
14. Scaling all directions at once.
Uniform Scaling
Primitive Shapes
Proprietary Software
Layered Shader
15. Imitates rectangular neon light source - Light comes out of source area
Area Light
Light Linking
Title Safe
Orthographic Cameras
16. Imitates fill light - Doesn't affect specular - Imitates bounced light
Ramp Shader
Light Linking
Ambient Light
Reflection Maps
17. Has specular - Fall off differs from Blinn
Phong and PhongE
Shading Networks
Proprietary Software
Anisotropic
18. A light that is being emitted in all directions.
Point Lights
Transformations
Perspective Camera
World Origin
19. Software written specifically for that studio.
File Textures
Modeling Paradigms
Proprietary Software
Ray Tracing
20. The flow of how the edges are patterned around the model.
Directional Light
NURBS
Bump Maps
Topology
21. Shows you the resolution of your shot and the aspect ratio of your render cam.
Phong and PhongE
Resolution Gate
Uniform Scaling
Hierarchies
22. The front - side - top views.
Bump Maps
Primitive Shapes
Ambient Setting on Shaders
Orthographic Cameras
23. The 3D view of your shot.
'Swimming' Texture
Directional Light
Modeling Paradigms
Perspective Camera
24. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Ambient Setting on Shaders
Polygons
Modeling Paradigms
Naming Convention
25. A light used to simulate sunlight and works by rotation.
Blinn
Directional Light
Light Linking
Bump Maps
26. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Transparency Maps
World Origin
Hierarchies
Topology
27. Has sepcular - Used for really shiny objects
Naming Convention
haders
Directional Light
Blinn
28. The starting box where you add details needed.
World Origin
Refraction
Turnkey Software
Box Modeling
29. Made up of isoparms (edges) - controlled vertices - patches (faces).
File Textures
Point Lights
Polygons
NURBS
30. Apply more than one material on object depending on position of ramp
Lambert
Ramp Shader
Stencil Maps
haders
31. A texture that was taken from a file.
Spot Light
File Textures
Hierarchies
Ambient Light
32. The darkest color an object will ever be.
Batch Rendering
Point Light
Ambient Setting on Shaders
NURBS
33. Image or color that wraps around the model.
Transparency Maps
Textures
Ambient Light
Orthographic Cameras
34. Defines where material is transparent - AKA Scalar Maps
Light Linking
Transparency Maps
Naming Convention
Resolution Gate
35. Polygons - NURBS - SubDs
Spot Light
Box Modeling
Orthographic Cameras
Modeling Paradigms
36. Do not alter silhouette edge of object - Implied texture
Ambient Setting on Shaders
Modeling Paradigms
Directional Light
Bump Maps
37. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Uniform Scaling
Non-Uniform Scaling
Modeling Paradigms
38. Rendering (taking pictures of) a whole sequence or "batch" of images.
Blinn
Uniform Scaling
Batch Rendering
Orthographic Cameras
39. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Shading Networks
Transformations
Ambient Light
40. Naming all files in the same way so that they're easy to find.
World Origin
Directional Light
Refraction
Naming Convention
41. Imitates light bulb - Omni-directional light rays - Fog
Area Light
Point Light
Stencil Maps
Directional Light
42. Modified shape to specular
Compositing
Lambert
Transformations
Anisotropic
43. A small box so that the title doesn't get cut off.
Batch Rendering
Title Safe
Resolution Gate
Transformations
44. Apply more than one material on object depending on transparency
Box Modeling
File Textures
Layered Shader
Topology
45. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
GUI (Graphical User Interface)
Anisotropic
Refraction
Compositing
46. Picking one arrow and scaling one direction at a time.
Proprietary Software
haders
Non-Uniform Scaling
Blinn
47. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Ambient Light
Topology
Directional Light
Lambert
48. Off-the-shelf software that anyone uses.
Ramp Shader
NURBS
Turnkey Software
Ray Tracing
49. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Ambient Setting on Shaders
Batch Rendering
NURBS
50. 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.
File Textures
Orthographic Cameras
haders
Right-Handed System