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