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