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