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