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