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