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