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