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