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