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