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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.
Action Safe
Reflection Maps
Point Lights
Bump Maps
2. Has sepcular - Used for really shiny objects
Topology
Uniform Scaling
Blinn
Compositing
3. Modified shape to specular
Non-Uniform Scaling
Anisotropic
World Origin
Naming Convention
4. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Phong and PhongE
Procedural Textures (2D and 3D)
Ray Tracing
Ramp Shader
5. 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.
Batch Rendering
Point Lights
Right-Handed System
Bump Maps
6. Software written specifically for that studio.
Refraction
Proprietary Software
Uniform Scaling
Normals (Display>Polygons>Face Normals)
7. The front - side - top views.
Lambert
Batch Rendering
Orthographic Cameras
Ramp Shader
8. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
Topology
Blinn
Directional Light
9. Shows you the resolution of your shot and the aspect ratio of your render cam.
Normals (Display>Polygons>Face Normals)
Layered Shader
Resolution Gate
Reflection Maps
10. Polygons - NURBS - SubDs
Modeling Paradigms
Hierarchies
Directional Light
Proprietary Software
11. Includes translating - rotating - and scaling an object in (x -y -z).
Compositing
World Origin
Transformations
GUI (Graphical User Interface)
12. The darkest color an object will ever be.
Ambient Setting on Shaders
Shading Networks
Blinn
Batch Rendering
13. A small box so that the title doesn't get cut off.
Bump Maps
Title Safe
Nodes
Polygons
14. Combine color map with transparency map to create a label that can be applied to surface
Non-Uniform Scaling
'Swimming' Texture
Procedural Textures (2D and 3D)
Stencil Maps
15. Off-the-shelf software that anyone uses.
Transformations
Bump Maps
Turnkey Software
Normals (Display>Polygons>Face Normals)
16. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Light Linking
Textures
Procedural Textures (2D and 3D)
NURBS
17. Rendering (taking pictures of) a whole sequence or "batch" of images.
GUI (Graphical User Interface)
Bump Maps
Batch Rendering
Reflection Maps
18. Has specular - Fall off differs from Blinn
Bump Maps
Ambient Light
Resolution Gate
Phong and PhongE
19. The 3D view of your shot.
Nodes
Perspective Camera
Compositing
Point Light
20. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Compositing
File Textures
Hierarchies
21. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Lambert
Reflection Maps
Ramp Shader
Directional Light
22. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Naming Convention
World Origin
Directional Light
Polygons
23. Imitates light bulb - Omni-directional light rays - Fog
Batch Rendering
Directional Light
Point Light
Modeling Paradigms
24. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Turnkey Software
Transparency Maps
Area Light
25. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Anisotropic
Perspective Camera
Directional Light
Point Lights
26. Image or color that wraps around the model.
Topology
Textures
Procedural Textures (2D and 3D)
Ray Tracing
27. The starting box where you add details needed.
Transparency Maps
Textures
Turnkey Software
Box Modeling
28. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Ambient Setting on Shaders
Normals (Display>Polygons>Face Normals)
Point Light
29. The connection between a shader and texture.
Shading Networks
Modeling Paradigms
Ambient Light
Anisotropic
30. Scaling all directions at once.
Orthographic Cameras
Uniform Scaling
Point Light
Reflection Maps
31. Made up of isoparms (edges) - controlled vertices - patches (faces).
Compositing
NURBS
Layered Shader
Bump Maps
32. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Primitive Shapes
Displacement Maps
Blinn
33. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Polygons
haders
Transformations
Point Lights
34. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Primitive Shapes
Light Linking
Topology
Normals (Display>Polygons>Face Normals)
35. 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
Light Linking
Transformations
36. The flow of how the edges are patterned around the model.
Polygons
Topology
Ramp Shader
Ray Tracing
37. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Lambert
Procedural Textures (2D and 3D)
Primitive Shapes
Directional Light
38. Imitates rectangular neon light source - Light comes out of source area
Ramp Shader
Area Light
Ambient Setting on Shaders
NURBS
39. Apply more than one material on object depending on transparency
Ambient Light
Layered Shader
Point Lights
Title Safe
40. Imitates fill light - Doesn't affect specular - Imitates bounced light
Title Safe
Ambient Light
Turnkey Software
Transformations
41. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Normals (Display>Polygons>Face Normals)
Ray Tracing
Light Linking
Transformations
42. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
43. A texture that was taken from a file.
Point Light
Turnkey Software
Normals (Display>Polygons>Face Normals)
File Textures
44. Imitates theatrical spot light - Can be focused
NURBS
Perspective Camera
Spot Light
Textures
45. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Stencil Maps
Refraction
Spot Light
Transformations
46. Do not alter silhouette edge of object - Implied texture
Compositing
Uniform Scaling
Resolution Gate
Bump Maps
47. A light used to simulate sunlight and works by rotation.
Light Linking
Directional Light
Topology
Reflection Maps
48. Do alter silhouette edge of object - Require higher tesselation of surface
Ambient Light
World Origin
Displacement Maps
Normals (Display>Polygons>Face Normals)
49. Naming all files in the same way so that they're easy to find.
Right-Handed System
Naming Convention
Area Light
Point Lights
50. A container that has either a shader - texture - etc.
File Textures
Blinn
Nodes
Polygons