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