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. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Nodes
Spot Light
haders
Procedural Textures (2D and 3D)
2. Off-the-shelf software that anyone uses.
Resolution Gate
Refraction
Directional Light
Turnkey Software
3. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Displacement Maps
File Textures
Ray Tracing
Topology
4. Image or color that wraps around the model.
Hierarchies
Bump Maps
Textures
Ramp Shader
5. The connection between a shader and texture.
Ambient Light
Shading Networks
Blinn
Layered Shader
6. Rendering (taking pictures of) a whole sequence or "batch" of images.
Anisotropic
Orthographic Cameras
Nodes
Batch Rendering
7. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
Non-Uniform Scaling
Layered Shader
Naming Convention
8. Apply more than one material on object depending on position of ramp
Procedural Textures (2D and 3D)
Non-Uniform Scaling
Ramp Shader
Polygons
9. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Hierarchies
Action Safe
Transformations
Polygons
10. Imitates light bulb - Omni-directional light rays - Fog
Normals (Display>Polygons>Face Normals)
Directional Light
NURBS
Point Light
11. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Shading Networks
Action Safe
Batch Rendering
Polygons
12. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Action Safe
haders
Ambient Setting on Shaders
Stencil Maps
13. Polygons - NURBS - SubDs
Modeling Paradigms
Ambient Setting on Shaders
Ray Tracing
Point Light
14. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
'Swimming' Texture
Spot Light
GUI (Graphical User Interface)
Primitive Shapes
15. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Polygons
Compositing
Refraction
16. Imitates rectangular neon light source - Light comes out of source area
NURBS
Area Light
Polygons
Hierarchies
17. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Transformations
Orthographic Cameras
Naming Convention
18. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Nodes
Lambert
Blinn
19. The darkest color an object will ever be.
Resolution Gate
Procedural Textures (2D and 3D)
Proprietary Software
Ambient Setting on Shaders
20. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Phong and PhongE
World Origin
Light Linking
Ramp Shader
21. Do not alter silhouette edge of object - Implied texture
File Textures
Transparency Maps
Shading Networks
Bump Maps
22. Do alter silhouette edge of object - Require higher tesselation of surface
Point Light
Turnkey Software
Displacement Maps
Lambert
23. Shows you the resolution of your shot and the aspect ratio of your render cam.
Modeling Paradigms
Area Light
Resolution Gate
Orthographic Cameras
24. 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.
Naming Convention
Batch Rendering
Hierarchies
Right-Handed System
25. A small box so that the title doesn't get cut off.
Spot Light
Title Safe
Transparency Maps
Proprietary Software
26. A light that is being emitted in all directions.
Point Lights
Compositing
Polygons
Stencil Maps
27. Software that uses graphics to click on/buttons instead of typed commands.
Area Light
Light Linking
Perspective Camera
GUI (Graphical User Interface)
28. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
World Origin
Polygons
Stencil Maps
29. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
Normals (Display>Polygons>Face Normals)
Light Linking
'Swimming' Texture
30. When you take all rendered images into a software and turn them into a single movie file.
Refraction
Primitive Shapes
Stencil Maps
Compositing
31. Imitates fill light - Doesn't affect specular - Imitates bounced light
Displacement Maps
Point Light
Hierarchies
Ambient Light
32. Imitates theatrical spot light - Can be focused
Modeling Paradigms
Directional Light
Spot Light
Uniform Scaling
33. Has sepcular - Used for really shiny objects
Blinn
Transformations
Box Modeling
Ambient Setting on Shaders
34. A texture that was taken from a file.
Resolution Gate
File Textures
Reflection Maps
Directional Light
35. The 3D view of your shot.
Point Lights
Resolution Gate
Perspective Camera
Ambient Setting on Shaders
36. Modified shape to specular
Refraction
Point Light
Anisotropic
Title Safe
37. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Turnkey Software
Bump Maps
Orthographic Cameras
Directional Light
38. The box where an important action must fit so that nothing gets cut off.
Transformations
Naming Convention
Action Safe
Stencil Maps
39. The front - side - top views.
Ray Tracing
Orthographic Cameras
Area Light
Ambient Setting on Shaders
40. Combine color map with transparency map to create a label that can be applied to surface
Ambient Light
Stencil Maps
Lambert
Primitive Shapes
41. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Textures
Proprietary Software
Normals (Display>Polygons>Face Normals)
Turnkey Software
42. Scaling all directions at once.
Uniform Scaling
Modeling Paradigms
Transparency Maps
Topology
43. Software written specifically for that studio.
Action Safe
Polygons
Proprietary Software
Right-Handed System
44. Has specular - Fall off differs from Blinn
Phong and PhongE
Point Lights
Hierarchies
Naming Convention
45. A light used to simulate sunlight and works by rotation.
Phong and PhongE
Directional Light
Naming Convention
Transformations
46. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
GUI (Graphical User Interface)
haders
Action Safe
Reflection Maps
47. The starting box where you add details needed.
Ray Tracing
Box Modeling
Phong and PhongE
Shading Networks
48. A container that has either a shader - texture - etc.
Ray Tracing
Resolution Gate
Refraction
Nodes
49. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Nodes
Refraction
Transformations
Normals (Display>Polygons>Face Normals)
50. Naming all files in the same way so that they're easy to find.
Transformations
Reflection Maps
Naming Convention
Normals (Display>Polygons>Face Normals)