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