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