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