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