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