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