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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. Imitates fill light - Doesn't affect specular - Imitates bounced light
Shading Networks
Modeling Paradigms
Directional Light
Ambient Light
2. Modified shape to specular
Transparency Maps
Anisotropic
Perspective Camera
Point Lights
3. 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)
haders
Displacement Maps
Directional Light
4. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Non-Uniform Scaling
Anisotropic
Ambient Setting on Shaders
5. Apply more than one material on object depending on transparency
Lambert
Anisotropic
Point Light
Layered Shader
6. Includes translating - rotating - and scaling an object in (x -y -z).
Right-Handed System
Uniform Scaling
Transformations
Nodes
7. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Bump Maps
Hierarchies
Ray Tracing
Light Linking
8. The starting box where you add details needed.
File Textures
Uniform Scaling
Resolution Gate
Box Modeling
9. Apply more than one material on object depending on position of ramp
Point Lights
Anisotropic
Perspective Camera
Ramp Shader
10. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Bump Maps
Transparency Maps
NURBS
11. Combine color map with transparency map to create a label that can be applied to surface
Point Lights
Transparency Maps
Non-Uniform Scaling
Stencil Maps
12. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Box Modeling
Primitive Shapes
Polygons
Refraction
13. When you take all rendered images into a software and turn them into a single movie file.
Perspective Camera
Title Safe
Procedural Textures (2D and 3D)
Compositing
14. A black and white image that is used to give the illusion of a bumpy surface.
Point Lights
Ramp Shader
NURBS
Bump Maps
15. Imitates theatrical spot light - Can be focused
Spot Light
Textures
Right-Handed System
Orthographic Cameras
16. Has specular - Fall off differs from Blinn
Phong and PhongE
Proprietary Software
Directional Light
Shading Networks
17. Software written specifically for that studio.
Proprietary Software
World Origin
Batch Rendering
Stencil Maps
18. The connection between a shader and texture.
Uniform Scaling
Shading Networks
GUI (Graphical User Interface)
Perspective Camera
19. Imitates rectangular neon light source - Light comes out of source area
Anisotropic
Area Light
Displacement Maps
Directional Light
20. Scaling all directions at once.
Modeling Paradigms
Phong and PhongE
Transparency Maps
Uniform Scaling
21. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
Lambert
Reflection Maps
Area Light
22. Shows you the resolution of your shot and the aspect ratio of your render cam.
Non-Uniform Scaling
Reflection Maps
Compositing
Resolution Gate
23. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
24. Has sepcular - Used for really shiny objects
Blinn
Stencil Maps
Compositing
Right-Handed System
25. The flow of how the edges are patterned around the model.
Topology
Orthographic Cameras
GUI (Graphical User Interface)
Phong and PhongE
26. Naming all files in the same way so that they're easy to find.
GUI (Graphical User Interface)
Displacement Maps
Layered Shader
Naming Convention
27. Rendering (taking pictures of) a whole sequence or "batch" of images.
Batch Rendering
File Textures
Procedural Textures (2D and 3D)
Naming Convention
28. 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.
Right-Handed System
Ambient Light
Resolution Gate
Light Linking
29. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Polygons
Ramp Shader
Point Lights
30. Do alter silhouette edge of object - Require higher tesselation of surface
Uniform Scaling
Layered Shader
Proprietary Software
Displacement Maps
31. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
Uniform Scaling
Procedural Textures (2D and 3D)
World Origin
32. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Textures
Ray Tracing
Normals (Display>Polygons>Face Normals)
Ramp Shader
33. A texture that was taken from a file.
File Textures
Polygons
Proprietary Software
Perspective Camera
34. Made up of isoparms (edges) - controlled vertices - patches (faces).
Right-Handed System
Bump Maps
Action Safe
NURBS
35. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Layered Shader
haders
Non-Uniform Scaling
Procedural Textures (2D and 3D)
36. A light that is being emitted in all directions.
Point Lights
Turnkey Software
'Swimming' Texture
Non-Uniform Scaling
37. The front - side - top views.
Perspective Camera
File Textures
Directional Light
Orthographic Cameras
38. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Directional Light
Title Safe
Ray Tracing
39. The 3D view of your shot.
Title Safe
Refraction
Layered Shader
Perspective Camera
40. A light used to simulate sunlight and works by rotation.
Transformations
Directional Light
Shading Networks
Area Light
41. A small box so that the title doesn't get cut off.
Title Safe
Turnkey Software
Orthographic Cameras
Lambert
42. Image or color that wraps around the model.
Layered Shader
Transformations
Textures
Shading Networks
43. The box where an important action must fit so that nothing gets cut off.
Action Safe
Displacement Maps
Box Modeling
Resolution Gate
44. Polygons - NURBS - SubDs
Modeling Paradigms
Primitive Shapes
Box Modeling
Spot Light
45. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Directional Light
Refraction
Textures
46. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Batch Rendering
Anisotropic
Layered Shader
47. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Title Safe
Procedural Textures (2D and 3D)
Displacement Maps
Blinn
48. Do not alter silhouette edge of object - Implied texture
Directional Light
Bump Maps
Transparency Maps
Compositing
49. A container that has either a shader - texture - etc.
Shading Networks
Nodes
Displacement Maps
Layered Shader
50. Defines where material is transparent - AKA Scalar Maps
'Swimming' Texture
Transparency Maps
Point Light
Nodes