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