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