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