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