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