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