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