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