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