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