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