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