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