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