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Test your basic knowledge |
Maya 3D Computer Modeling
Subject
:
it-skills
Instructions:
Answer
50
questions in
20 minutes
.
2 minutes extra for reading the instructions.
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 starting box where you add details needed.
Textures
Orthographic Cameras
Box Modeling
GUI (Graphical User Interface)
2. The front - side - top views.
Orthographic Cameras
Action Safe
Point Lights
Phong and PhongE
3. Naming all files in the same way so that they're easy to find.
Anisotropic
Directional Light
Naming Convention
Displacement Maps
4. Shows you the resolution of your shot and the aspect ratio of your render cam.
Hierarchies
Reflection Maps
Normals (Display>Polygons>Face Normals)
Resolution Gate
5. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Directional Light
Procedural Textures (2D and 3D)
Ray Tracing
Transparency Maps
6. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Bump Maps
Primitive Shapes
World Origin
Reflection Maps
7. The flow of how the edges are patterned around the model.
Proprietary Software
Topology
Ambient Setting on Shaders
NURBS
8. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Uniform Scaling
Orthographic Cameras
Proprietary Software
9. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Normals (Display>Polygons>Face Normals)
Ambient Setting on Shaders
Ambient Light
Transparency Maps
10. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Hierarchies
Modeling Paradigms
Nodes
GUI (Graphical User Interface)
11. Software that uses graphics to click on/buttons instead of typed commands.
Naming Convention
GUI (Graphical User Interface)
Primitive Shapes
Stencil Maps
12. Apply more than one material on object depending on position of ramp
Refraction
Transformations
NURBS
Ramp Shader
13. Do not alter silhouette edge of object - Implied texture
Naming Convention
Nodes
Bump Maps
'Swimming' Texture
14. Off-the-shelf software that anyone uses.
Right-Handed System
Procedural Textures (2D and 3D)
'Swimming' Texture
Turnkey Software
15. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Phong and PhongE
haders
Area Light
NURBS
16. 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.
Resolution Gate
Action Safe
Proprietary Software
Right-Handed System
17. Imitates theatrical spot light - Can be focused
Spot Light
Anisotropic
Shading Networks
Bump Maps
18. Rendering (taking pictures of) a whole sequence or "batch" of images.
Transparency Maps
Anisotropic
Batch Rendering
Uniform Scaling
19. The 3D view of your shot.
Stencil Maps
Perspective Camera
Displacement Maps
Directional Light
20. The connection between a shader and texture.
Nodes
File Textures
Area Light
Shading Networks
21. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
22. Do alter silhouette edge of object - Require higher tesselation of surface
Hierarchies
Reflection Maps
Topology
Displacement Maps
23. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
'Swimming' Texture
Compositing
Uniform Scaling
Procedural Textures (2D and 3D)
24. Imitates fill light - Doesn't affect specular - Imitates bounced light
Displacement Maps
Ambient Light
Phong and PhongE
'Swimming' Texture
25. Has sepcular - Used for really shiny objects
Directional Light
Turnkey Software
Batch Rendering
Blinn
26. Imitates light bulb - Omni-directional light rays - Fog
Phong and PhongE
Point Light
Displacement Maps
GUI (Graphical User Interface)
27. Imitates rectangular neon light source - Light comes out of source area
Bump Maps
Textures
Area Light
haders
28. Made up of isoparms (edges) - controlled vertices - patches (faces).
Reflection Maps
NURBS
Layered Shader
Uniform Scaling
29. Apply more than one material on object depending on transparency
Layered Shader
Naming Convention
Procedural Textures (2D and 3D)
Hierarchies
30. Scaling all directions at once.
Hierarchies
Uniform Scaling
Ramp Shader
Procedural Textures (2D and 3D)
31. The darkest color an object will ever be.
Topology
Hierarchies
Batch Rendering
Ambient Setting on Shaders
32. Combine color map with transparency map to create a label that can be applied to surface
Shading Networks
Stencil Maps
Box Modeling
Layered Shader
33. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Resolution Gate
Ambient Light
World Origin
Directional Light
34. Modified shape to specular
Ambient Light
Directional Light
Spot Light
Anisotropic
35. The box where an important action must fit so that nothing gets cut off.
Action Safe
Point Light
Proprietary Software
Turnkey Software
36. A light used to simulate sunlight and works by rotation.
GUI (Graphical User Interface)
Procedural Textures (2D and 3D)
Directional Light
File Textures
37. Software written specifically for that studio.
Batch Rendering
'Swimming' Texture
Point Lights
Proprietary Software
38. A container that has either a shader - texture - etc.
Shading Networks
Nodes
Title Safe
Primitive Shapes
39. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Directional Light
Procedural Textures (2D and 3D)
Lambert
Resolution Gate
40. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Box Modeling
Spot Light
Refraction
Light Linking
41. A texture that was taken from a file.
Displacement Maps
Normals (Display>Polygons>Face Normals)
File Textures
Spot Light
42. Includes translating - rotating - and scaling an object in (x -y -z).
Anisotropic
Polygons
Point Light
Transformations
43. A black and white image that is used to give the illusion of a bumpy surface.
Phong and PhongE
Bump Maps
Lambert
Ambient Setting on Shaders
44. A light that is being emitted in all directions.
Point Lights
Title Safe
Directional Light
Perspective Camera
45. Has specular - Fall off differs from Blinn
Phong and PhongE
Naming Convention
Ambient Setting on Shaders
Modeling Paradigms
46. Image or color that wraps around the model.
Spot Light
Textures
Normals (Display>Polygons>Face Normals)
Batch Rendering
47. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Reflection Maps
World Origin
NURBS
Refraction
48. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Ray Tracing
Stencil Maps
Proprietary Software
49. A small box so that the title doesn't get cut off.
Title Safe
Blinn
Shading Networks
Bump Maps
50. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Naming Convention
Primitive Shapes
Displacement Maps
'Swimming' Texture