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