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