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