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