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