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