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