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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. Has specular - Fall off differs from Blinn
Point Light
Phong and PhongE
Light Linking
Directional Light
2. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Batch Rendering
Reflection Maps
haders
Layered Shader
3. Made up of isoparms (edges) - controlled vertices - patches (faces).
Ambient Setting on Shaders
Transparency Maps
Phong and PhongE
NURBS
4. The flow of how the edges are patterned around the model.
Lambert
Directional Light
Normals (Display>Polygons>Face Normals)
Topology
5. A light used to simulate sunlight and works by rotation.
Normals (Display>Polygons>Face Normals)
Directional Light
Uniform Scaling
Box Modeling
6. Scaling all directions at once.
Polygons
Directional Light
Refraction
Uniform Scaling
7. Has sepcular - Used for really shiny objects
Perspective Camera
Action Safe
Blinn
World Origin
8. Combine color map with transparency map to create a label that can be applied to surface
Bump Maps
Resolution Gate
Stencil Maps
Textures
9. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Action Safe
File Textures
Ray Tracing
Nodes
10. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Nodes
Hierarchies
Phong and PhongE
Bump Maps
11. Rendering (taking pictures of) a whole sequence or "batch" of images.
Bump Maps
Stencil Maps
Batch Rendering
Ambient Light
12. A container that has either a shader - texture - etc.
Point Lights
Nodes
Transformations
Proprietary Software
13. Apply more than one material on object depending on transparency
Naming Convention
Anisotropic
Transformations
Layered Shader
14. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Anisotropic
Right-Handed System
Stencil Maps
haders
15. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
16. Software that uses graphics to click on/buttons instead of typed commands.
Naming Convention
Batch Rendering
Textures
GUI (Graphical User Interface)
17. The 3D view of your shot.
Batch Rendering
Bump Maps
Perspective Camera
Layered Shader
18. The front - side - top views.
Title Safe
Reflection Maps
Orthographic Cameras
Ambient Setting on Shaders
19. The connection between a shader and texture.
Procedural Textures (2D and 3D)
Point Lights
Shading Networks
Anisotropic
20. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
Compositing
Uniform Scaling
Box Modeling
21. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Lambert
Refraction
Polygons
File Textures
22. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Non-Uniform Scaling
Modeling Paradigms
Primitive Shapes
Blinn
23. Imitates rectangular neon light source - Light comes out of source area
Area Light
Point Light
Lambert
'Swimming' Texture
24. Defines where material is transparent - AKA Scalar Maps
Point Lights
Transparency Maps
Ray Tracing
Transformations
25. Naming all files in the same way so that they're easy to find.
Bump Maps
Blinn
Naming Convention
Proprietary Software
26. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Box Modeling
Bump Maps
Area Light
27. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Naming Convention
Area Light
Directional Light
Refraction
28. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Anisotropic
Light Linking
Ambient Light
Uniform Scaling
29. Do alter silhouette edge of object - Require higher tesselation of surface
Action Safe
Blinn
Displacement Maps
World Origin
30. Do not alter silhouette edge of object - Implied texture
Uniform Scaling
Bump Maps
Ambient Setting on Shaders
Reflection Maps
31. 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.
Point Lights
Directional Light
Spot Light
Right-Handed System
32. Apply more than one material on object depending on position of ramp
Box Modeling
Polygons
Reflection Maps
Ramp Shader
33. Includes translating - rotating - and scaling an object in (x -y -z).
haders
Transformations
Nodes
Perspective Camera
34. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Lambert
Normals (Display>Polygons>Face Normals)
Refraction
Phong and PhongE
35. Modified shape to specular
Bump Maps
Displacement Maps
Anisotropic
Directional Light
36. A black and white image that is used to give the illusion of a bumpy surface.
File Textures
Batch Rendering
Phong and PhongE
Bump Maps
37. Imitates fill light - Doesn't affect specular - Imitates bounced light
haders
Ambient Light
Orthographic Cameras
Batch Rendering
38. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Perspective Camera
Procedural Textures (2D and 3D)
Bump Maps
Proprietary Software
39. A light that is being emitted in all directions.
File Textures
Modeling Paradigms
Point Lights
Perspective Camera
40. A small box so that the title doesn't get cut off.
Displacement Maps
Title Safe
Stencil Maps
Hierarchies
41. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Action Safe
Procedural Textures (2D and 3D)
Phong and PhongE
42. The starting box where you add details needed.
Ambient Light
Bump Maps
Box Modeling
Primitive Shapes
43. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
File Textures
World Origin
Shading Networks
Blinn
44. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Transparency Maps
Procedural Textures (2D and 3D)
Transformations
45. Mathematically most simple - No specular - Used for matte finishes
Ambient Light
Blinn
Lambert
Transformations
46. A texture that was taken from a file.
Ambient Light
Lambert
Compositing
File Textures
47. Software written specifically for that studio.
Proprietary Software
Modeling Paradigms
NURBS
Nodes
48. Off-the-shelf software that anyone uses.
Turnkey Software
Right-Handed System
Transformations
Blinn
49. The darkest color an object will ever be.
Ambient Setting on Shaders
Turnkey Software
Shading Networks
Modeling Paradigms
50. Image or color that wraps around the model.
Textures
Ambient Setting on Shaders
Compositing
Turnkey Software