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