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