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