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