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