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