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