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