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