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