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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. Made up of isoparms (edges) - controlled vertices - patches (faces).
World Origin
Box Modeling
NURBS
Anisotropic
2. Do not alter silhouette edge of object - Implied texture
Bump Maps
Modeling Paradigms
Perspective Camera
Compositing
3. Rendering (taking pictures of) a whole sequence or "batch" of images.
Transformations
Layered Shader
Perspective Camera
Batch Rendering
4. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
5. Has specular - Fall off differs from Blinn
World Origin
Phong and PhongE
NURBS
Action Safe
6. Includes translating - rotating - and scaling an object in (x -y -z).
Normals (Display>Polygons>Face Normals)
Reflection Maps
File Textures
Transformations
7. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Ambient Light
World Origin
Resolution Gate
Box Modeling
8. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Textures
Hierarchies
Proprietary Software
9. 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)
Point Lights
Hierarchies
Modeling Paradigms
10. 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)
Area Light
Textures
Hierarchies
11. Imitates fill light - Doesn't affect specular - Imitates bounced light
Transformations
Hierarchies
Ambient Setting on Shaders
Ambient Light
12. Mathematically most simple - No specular - Used for matte finishes
Bump Maps
Lambert
Uniform Scaling
Action Safe
13. Apply more than one material on object depending on position of ramp
Normals (Display>Polygons>Face Normals)
Shading Networks
Ramp Shader
Title Safe
14. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Directional Light
Right-Handed System
Refraction
Layered Shader
15. Naming all files in the same way so that they're easy to find.
Topology
Batch Rendering
Light Linking
Naming Convention
16. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Area Light
Blinn
GUI (Graphical User Interface)
17. Imitates rectangular neon light source - Light comes out of source area
Uniform Scaling
Naming Convention
Orthographic Cameras
Area Light
18. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Modeling Paradigms
'Swimming' Texture
Normals (Display>Polygons>Face Normals)
19. Software that uses graphics to click on/buttons instead of typed commands.
Spot Light
Box Modeling
Transformations
GUI (Graphical User Interface)
20. Image or color that wraps around the model.
Phong and PhongE
Textures
'Swimming' Texture
Displacement Maps
21. A light used to simulate sunlight and works by rotation.
Polygons
Shading Networks
Directional Light
Naming Convention
22. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Action Safe
Layered Shader
Compositing
23. A black and white image that is used to give the illusion of a bumpy surface.
Textures
Ambient Light
Displacement Maps
Bump Maps
24. Software written specifically for that studio.
Refraction
Compositing
Proprietary Software
Batch Rendering
25. A small box so that the title doesn't get cut off.
GUI (Graphical User Interface)
Transformations
Modeling Paradigms
Title Safe
26. Off-the-shelf software that anyone uses.
Turnkey Software
Nodes
NURBS
Box Modeling
27. The starting box where you add details needed.
Box Modeling
Bump Maps
Primitive Shapes
Perspective Camera
28. The connection between a shader and texture.
Hierarchies
Proprietary Software
Nodes
Shading Networks
29. A container that has either a shader - texture - etc.
Nodes
Reflection Maps
Bump Maps
haders
30. Combine color map with transparency map to create a label that can be applied to surface
haders
Transformations
Stencil Maps
Reflection Maps
31. Polygons - NURBS - SubDs
Action Safe
World Origin
Modeling Paradigms
Resolution Gate
32. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Batch Rendering
Lambert
Proprietary Software
Refraction
33. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Directional Light
Primitive Shapes
World Origin
34. Apply more than one material on object depending on transparency
Ambient Light
World Origin
Layered Shader
Compositing
35. Modified shape to specular
Perspective Camera
Point Lights
Anisotropic
Batch Rendering
36. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
Ramp Shader
File Textures
Ray Tracing
37. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Layered Shader
Reflection Maps
Lambert
Area Light
38. A light that is being emitted in all directions.
Uniform Scaling
Point Lights
Textures
Batch Rendering
39. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Transparency Maps
Refraction
Action Safe
40. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Bump Maps
Turnkey Software
Nodes
41. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
World Origin
Ray Tracing
Right-Handed System
Ambient Light
42. Imitates theatrical spot light - Can be focused
Anisotropic
Point Lights
Non-Uniform Scaling
Spot Light
43. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Right-Handed System
Directional Light
Ambient Light
44. The 3D view of your shot.
Non-Uniform Scaling
Naming Convention
NURBS
Perspective Camera
45. A texture that was taken from a file.
Shading Networks
File Textures
Directional Light
Stencil Maps
46. Defines where material is transparent - AKA Scalar Maps
Phong and PhongE
Ramp Shader
World Origin
Transparency Maps
47. 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.
Transformations
Right-Handed System
Action Safe
Lambert
48. The darkest color an object will ever be.
Transparency Maps
Ambient Setting on Shaders
Box Modeling
Polygons
49. Scaling all directions at once.
Point Light
Reflection Maps
Point Lights
Uniform Scaling
50. 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
Refraction
Normals (Display>Polygons>Face Normals)
Polygons