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