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