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