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