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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. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
NURBS
Resolution Gate
Bump Maps
2. Modified shape to specular
Stencil Maps
Layered Shader
Anisotropic
Directional Light
3. Do alter silhouette edge of object - Require higher tesselation of surface
Directional Light
Ambient Light
Displacement Maps
haders
4. Combine color map with transparency map to create a label that can be applied to surface
Title Safe
Stencil Maps
Blinn
Action Safe
5. Apply more than one material on object depending on position of ramp
Non-Uniform Scaling
Ramp Shader
Naming Convention
Resolution Gate
6. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
7. Software that uses graphics to click on/buttons instead of typed commands.
Proprietary Software
GUI (Graphical User Interface)
Turnkey Software
Batch Rendering
8. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Title Safe
Blinn
Bump Maps
9. Software written specifically for that studio.
Displacement Maps
Proprietary Software
Blinn
Refraction
10. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Topology
Ray Tracing
Point Light
Action Safe
11. A texture that was taken from a file.
File Textures
Refraction
Non-Uniform Scaling
Title Safe
12. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Nodes
Proprietary Software
Ramp Shader
World Origin
13. A light used to simulate sunlight and works by rotation.
Uniform Scaling
Directional Light
Bump Maps
World Origin
14. Apply more than one material on object depending on transparency
Layered Shader
Ray Tracing
Batch Rendering
Nodes
15. The darkest color an object will ever be.
Proprietary Software
Transparency Maps
Ambient Setting on Shaders
Point Light
16. Naming all files in the same way so that they're easy to find.
Modeling Paradigms
Transformations
Naming Convention
haders
17. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Directional Light
Naming Convention
World Origin
haders
18. A small box so that the title doesn't get cut off.
File Textures
Refraction
Title Safe
Perspective Camera
19. The box where an important action must fit so that nothing gets cut off.
Ambient Setting on Shaders
Action Safe
haders
Transparency Maps
20. A container that has either a shader - texture - etc.
Ambient Setting on Shaders
Nodes
Area Light
Transparency Maps
21. Has sepcular - Used for really shiny objects
Turnkey Software
Polygons
Normals (Display>Polygons>Face Normals)
Blinn
22. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
haders
Anisotropic
Proprietary Software
Primitive Shapes
23. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
NURBS
Refraction
Ramp Shader
Uniform Scaling
24. Has specular - Fall off differs from Blinn
Lambert
Phong and PhongE
Displacement Maps
Hierarchies
25. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Naming Convention
Point Light
Procedural Textures (2D and 3D)
Spot Light
26. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Area Light
Bump Maps
Ray Tracing
27. Defines where material is transparent - AKA Scalar Maps
Phong and PhongE
Nodes
Transparency Maps
Light Linking
28. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Layered Shader
Reflection Maps
Naming Convention
29. A black and white image that is used to give the illusion of a bumpy surface.
Transparency Maps
Hierarchies
Bump Maps
Modeling Paradigms
30. The starting box where you add details needed.
Box Modeling
Textures
Ray Tracing
Procedural Textures (2D and 3D)
31. The 3D view of your shot.
Perspective Camera
Hierarchies
Bump Maps
NURBS
32. 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)
Box Modeling
Bump Maps
Topology
33. Imitates rectangular neon light source - Light comes out of source area
Bump Maps
Bump Maps
Area Light
File Textures
34. Imitates fill light - Doesn't affect specular - Imitates bounced light
Ambient Light
Topology
Refraction
Shading Networks
35. Shows you the resolution of your shot and the aspect ratio of your render cam.
Stencil Maps
Resolution Gate
Naming Convention
Box Modeling
36. Imitates theatrical spot light - Can be focused
Spot Light
Stencil Maps
Proprietary Software
Reflection Maps
37. The front - side - top views.
Area Light
Orthographic Cameras
Title Safe
File Textures
38. Rendering (taking pictures of) a whole sequence or "batch" of images.
Batch Rendering
Transformations
Right-Handed System
Primitive Shapes
39. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Stencil Maps
Transformations
Point Lights
40. Do not alter silhouette edge of object - Implied texture
Refraction
Point Light
Bump Maps
Light Linking
41. Polygons - NURBS - SubDs
Resolution Gate
Polygons
Area Light
Modeling Paradigms
42. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Ambient Setting on Shaders
Hierarchies
Bump Maps
GUI (Graphical User Interface)
43. Picking one arrow and scaling one direction at a time.
Right-Handed System
Turnkey Software
Non-Uniform Scaling
Point Lights
44. A light that is being emitted in all directions.
Topology
Point Lights
haders
Ray Tracing
45. Image or color that wraps around the model.
Right-Handed System
Displacement Maps
Textures
Reflection Maps
46. Scaling all directions at once.
Uniform Scaling
Stencil Maps
Perspective Camera
Blinn
47. The connection between a shader and texture.
Transparency Maps
Shading Networks
Batch Rendering
Uniform Scaling
48. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Textures
Box Modeling
Light Linking
'Swimming' Texture
49. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Area Light
Bump Maps
Topology
50. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Point Light
haders
Uniform Scaling
Proprietary Software