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