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