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