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