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