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