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