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