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