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