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