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