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