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