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