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