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