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