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