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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. The front - side - top views.
Non-Uniform Scaling
Right-Handed System
Orthographic Cameras
Bump Maps
2. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Turnkey Software
Polygons
Uniform Scaling
Stencil Maps
3. The starting box where you add details needed.
Topology
Box Modeling
Transparency Maps
Perspective Camera
4. Imitates light bulb - Omni-directional light rays - Fog
Right-Handed System
Point Light
Ramp Shader
GUI (Graphical User Interface)
5. Naming all files in the same way so that they're easy to find.
Ray Tracing
Normals (Display>Polygons>Face Normals)
Naming Convention
Displacement Maps
6. Includes translating - rotating - and scaling an object in (x -y -z).
Directional Light
World Origin
GUI (Graphical User Interface)
Transformations
7. Image or color that wraps around the model.
Batch Rendering
Layered Shader
Action Safe
Textures
8. Do not alter silhouette edge of object - Implied texture
Non-Uniform Scaling
Stencil Maps
Bump Maps
Ambient Light
9. Imitates theatrical spot light - Can be focused
Point Lights
Spot Light
Procedural Textures (2D and 3D)
Proprietary Software
10. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
11. A container that has either a shader - texture - etc.
Procedural Textures (2D and 3D)
Title Safe
Nodes
Primitive Shapes
12. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Perspective Camera
Hierarchies
Ramp Shader
Nodes
13. Apply more than one material on object depending on position of ramp
Ambient Setting on Shaders
Topology
Right-Handed System
Ramp Shader
14. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Displacement Maps
Normals (Display>Polygons>Face Normals)
Lambert
15. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Displacement Maps
haders
Point Light
Phong and PhongE
16. The connection between a shader and texture.
Shading Networks
Batch Rendering
Anisotropic
'Swimming' Texture
17. The flow of how the edges are patterned around the model.
Topology
Directional Light
GUI (Graphical User Interface)
Modeling Paradigms
18. Rendering (taking pictures of) a whole sequence or "batch" of images.
Displacement Maps
Batch Rendering
File Textures
Modeling Paradigms
19. A light used to simulate sunlight and works by rotation.
Phong and PhongE
Displacement Maps
GUI (Graphical User Interface)
Directional Light
20. Imitates fill light - Doesn't affect specular - Imitates bounced light
Batch Rendering
Shading Networks
World Origin
Ambient Light
21. Picking one arrow and scaling one direction at a time.
Orthographic Cameras
'Swimming' Texture
Non-Uniform Scaling
Reflection Maps
22. Has sepcular - Used for really shiny objects
Blinn
haders
Point Lights
Non-Uniform Scaling
23. The box where an important action must fit so that nothing gets cut off.
Directional Light
Nodes
Ambient Light
Action Safe
24. Do alter silhouette edge of object - Require higher tesselation of surface
'Swimming' Texture
Ambient Light
Displacement Maps
Resolution Gate
25. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Uniform Scaling
NURBS
haders
26. Polygons - NURBS - SubDs
Perspective Camera
Directional Light
Reflection Maps
Modeling Paradigms
27. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Directional Light
Stencil Maps
Title Safe
Resolution Gate
28. A small box so that the title doesn't get cut off.
Ambient Setting on Shaders
Polygons
Primitive Shapes
Title Safe
29. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Anisotropic
Ray Tracing
Perspective Camera
Blinn
30. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Normals (Display>Polygons>Face Normals)
Resolution Gate
Bump Maps
Ambient Setting on Shaders
31. Has specular - Fall off differs from Blinn
NURBS
Orthographic Cameras
'Swimming' Texture
Phong and PhongE
32. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Hierarchies
Bump Maps
Procedural Textures (2D and 3D)
Displacement Maps
33. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Nodes
Action Safe
Modeling Paradigms
34. 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.
Orthographic Cameras
Transparency Maps
Right-Handed System
Non-Uniform Scaling
35. Imitates rectangular neon light source - Light comes out of source area
Ramp Shader
Area Light
Layered Shader
Anisotropic
36. Shows you the resolution of your shot and the aspect ratio of your render cam.
Action Safe
Hierarchies
Resolution Gate
Topology
37. Defines where material is transparent - AKA Scalar Maps
haders
Compositing
Light Linking
Transparency Maps
38. Modified shape to specular
Procedural Textures (2D and 3D)
Title Safe
Perspective Camera
Anisotropic
39. Made up of isoparms (edges) - controlled vertices - patches (faces).
Hierarchies
Topology
NURBS
Proprietary Software
40. Scaling all directions at once.
Uniform Scaling
Ramp Shader
Layered Shader
Directional Light
41. Software written specifically for that studio.
Bump Maps
Proprietary Software
Phong and PhongE
Layered Shader
42. Off-the-shelf software that anyone uses.
World Origin
Turnkey Software
Stencil Maps
Displacement Maps
43. When you take all rendered images into a software and turn them into a single movie file.
Point Lights
Right-Handed System
Compositing
Uniform Scaling
44. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Normals (Display>Polygons>Face Normals)
Ambient Setting on Shaders
GUI (Graphical User Interface)
Reflection Maps
45. Software that uses graphics to click on/buttons instead of typed commands.
Box Modeling
GUI (Graphical User Interface)
Proprietary Software
Turnkey Software
46. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Compositing
Refraction
Nodes
Normals (Display>Polygons>Face Normals)
47. A texture that was taken from a file.
File Textures
Uniform Scaling
Procedural Textures (2D and 3D)
Reflection Maps
48. Combine color map with transparency map to create a label that can be applied to surface
Blinn
Point Lights
Point Light
Stencil Maps
49. Apply more than one material on object depending on transparency
Point Light
Layered Shader
Transparency Maps
Shading Networks
50. A light that is being emitted in all directions.
Polygons
Orthographic Cameras
Point Lights
Resolution Gate