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