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