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