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