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