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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. Do not alter silhouette edge of object - Implied texture
Normals (Display>Polygons>Face Normals)
Reflection Maps
Displacement Maps
Bump Maps
2. Imitates light bulb - Omni-directional light rays - Fog
Proprietary Software
Ray Tracing
Point Light
Directional Light
3. Defines where material is transparent - AKA Scalar Maps
NURBS
GUI (Graphical User Interface)
Transparency Maps
Title Safe
4. Has sepcular - Used for really shiny objects
Blinn
Point Light
haders
Resolution Gate
5. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Ambient Setting on Shaders
Hierarchies
Transformations
6. A small box so that the title doesn't get cut off.
Shading Networks
Title Safe
Point Lights
File Textures
7. A light that is being emitted in all directions.
Point Lights
Orthographic Cameras
Reflection Maps
Batch Rendering
8. When you take all rendered images into a software and turn them into a single movie file.
Title Safe
Compositing
Refraction
Uniform Scaling
9. Naming all files in the same way so that they're easy to find.
Light Linking
Naming Convention
Batch Rendering
haders
10. Mathematically most simple - No specular - Used for matte finishes
Ramp Shader
Spot Light
Refraction
Lambert
11. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Batch Rendering
Reflection Maps
Title Safe
Spot Light
12. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Anisotropic
Polygons
Title Safe
Ray Tracing
13. Rendering (taking pictures of) a whole sequence or "batch" of images.
Transparency Maps
Right-Handed System
Displacement Maps
Batch Rendering
14. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Spot Light
'Swimming' Texture
Right-Handed System
15. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Right-Handed System
Primitive Shapes
Directional Light
16. Made up of isoparms (edges) - controlled vertices - patches (faces).
Point Light
NURBS
Naming Convention
Bump Maps
17. A container that has either a shader - texture - etc.
Lambert
haders
Resolution Gate
Nodes
18. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Blinn
Box Modeling
Ray Tracing
Layered Shader
19. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Box Modeling
Hierarchies
'Swimming' Texture
Compositing
20. The flow of how the edges are patterned around the model.
Textures
Box Modeling
Topology
Compositing
21. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Normals (Display>Polygons>Face Normals)
Blinn
Shading Networks
22. Image or color that wraps around the model.
GUI (Graphical User Interface)
Displacement Maps
Textures
Blinn
23. The front - side - top views.
Orthographic Cameras
Non-Uniform Scaling
Textures
Transformations
24. Software written specifically for that studio.
Blinn
Title Safe
Proprietary Software
Layered Shader
25. Polygons - NURBS - SubDs
Shading Networks
Modeling Paradigms
Point Lights
Bump Maps
26. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Ray Tracing
Blinn
NURBS
27. Imitates rectangular neon light source - Light comes out of source area
Point Lights
Area Light
Shading Networks
Stencil Maps
28. Off-the-shelf software that anyone uses.
Displacement Maps
Shading Networks
NURBS
Turnkey Software
29. Apply more than one material on object depending on transparency
Displacement Maps
Nodes
Layered Shader
Stencil Maps
30. Scaling all directions at once.
Point Lights
Uniform Scaling
Primitive Shapes
File Textures
31. Modified shape to specular
Point Lights
Hierarchies
Lambert
Anisotropic
32. 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.
Shading Networks
Right-Handed System
Resolution Gate
Ambient Light
33. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Ambient Setting on Shaders
Spot Light
Transparency Maps
34. The connection between a shader and texture.
Ambient Setting on Shaders
Shading Networks
Proprietary Software
Compositing
35. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Procedural Textures (2D and 3D)
Layered Shader
Blinn
Reflection Maps
36. Apply more than one material on object depending on position of ramp
'Swimming' Texture
Box Modeling
Ramp Shader
Bump Maps
37. Includes translating - rotating - and scaling an object in (x -y -z).
Stencil Maps
Bump Maps
Transformations
Topology
38. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Nodes
Right-Handed System
Modeling Paradigms
Directional Light
39. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Polygons
Non-Uniform Scaling
Light Linking
Normals (Display>Polygons>Face Normals)
40. The starting box where you add details needed.
Blinn
Nodes
Transformations
Box Modeling
41. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
Directional Light
File Textures
Shading Networks
42. A texture that was taken from a file.
Layered Shader
File Textures
Title Safe
Compositing
43. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Right-Handed System
Primitive Shapes
Stencil Maps
44. The 3D view of your shot.
Directional Light
Perspective Camera
Modeling Paradigms
File Textures
45. Software that uses graphics to click on/buttons instead of typed commands.
Naming Convention
GUI (Graphical User Interface)
Layered Shader
Topology
46. A light used to simulate sunlight and works by rotation.
Normals (Display>Polygons>Face Normals)
Displacement Maps
Directional Light
Right-Handed System
47. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
48. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Action Safe
Primitive Shapes
Refraction
Nodes
49. Imitates fill light - Doesn't affect specular - Imitates bounced light
File Textures
Turnkey Software
Ambient Light
Point Lights
50. Imitates theatrical spot light - Can be focused
Ramp Shader
Spot Light
Uniform Scaling
Lambert