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