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