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