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