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