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