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