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