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