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