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