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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
Polygons
Ramp Shader
Area Light
Point Light
2. 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.
Directional Light
Topology
Primitive Shapes
Right-Handed System
3. Imitates rectangular neon light source - Light comes out of source area
Naming Convention
Transparency Maps
Nodes
Area Light
4. 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)
Hierarchies
Non-Uniform Scaling
Spot Light
5. Modified shape to specular
Anisotropic
Turnkey Software
Polygons
Orthographic Cameras
6. Apply more than one material on object depending on position of ramp
'Swimming' Texture
Primitive Shapes
Ramp Shader
Ray Tracing
7. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Point Light
Normals (Display>Polygons>Face Normals)
Spot Light
Shading Networks
8. Defines where material is transparent - AKA Scalar Maps
Displacement Maps
Directional Light
Transparency Maps
Primitive Shapes
9. Imitates theatrical spot light - Can be focused
Spot Light
Ambient Setting on Shaders
Transparency Maps
Phong and PhongE
10. 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)
Transparency Maps
Proprietary Software
Refraction
11. Imitates fill light - Doesn't affect specular - Imitates bounced light
Point Lights
Title Safe
Ambient Light
Polygons
12. Software that uses graphics to click on/buttons instead of typed commands.
Non-Uniform Scaling
Resolution Gate
GUI (Graphical User Interface)
Polygons
13. Do not alter silhouette edge of object - Implied texture
'Swimming' Texture
Non-Uniform Scaling
Point Lights
Bump Maps
14. Has specular - Fall off differs from Blinn
Refraction
Batch Rendering
Spot Light
Phong and PhongE
15. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Box Modeling
Blinn
Polygons
16. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Perspective Camera
haders
NURBS
17. Software written specifically for that studio.
Reflection Maps
Uniform Scaling
Proprietary Software
Transformations
18. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Turnkey Software
Blinn
File Textures
19. Scaling all directions at once.
Blinn
Bump Maps
File Textures
Uniform Scaling
20. Picking one arrow and scaling one direction at a time.
Ambient Light
Hierarchies
Non-Uniform Scaling
Textures
21. A small box so that the title doesn't get cut off.
Phong and PhongE
Primitive Shapes
Title Safe
Transparency Maps
22. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
23. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Right-Handed System
'Swimming' Texture
Reflection Maps
Light Linking
24. The connection between a shader and texture.
Shading Networks
Title Safe
Anisotropic
Ambient Setting on Shaders
25. Has sepcular - Used for really shiny objects
Action Safe
Layered Shader
Blinn
Spot Light
26. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Perspective Camera
Ray Tracing
haders
Primitive Shapes
27. Do alter silhouette edge of object - Require higher tesselation of surface
Uniform Scaling
Displacement Maps
Anisotropic
Hierarchies
28. The darkest color an object will ever be.
Blinn
Action Safe
Ambient Setting on Shaders
Bump Maps
29. The front - side - top views.
Orthographic Cameras
'Swimming' Texture
Naming Convention
Layered Shader
30. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Topology
Layered Shader
GUI (Graphical User Interface)
Refraction
31. Off-the-shelf software that anyone uses.
Perspective Camera
Turnkey Software
Bump Maps
Uniform Scaling
32. Image or color that wraps around the model.
Directional Light
Textures
Shading Networks
File Textures
33. A texture that was taken from a file.
File Textures
Reflection Maps
Displacement Maps
World Origin
34. When you take all rendered images into a software and turn them into a single movie file.
Turnkey Software
Spot Light
Procedural Textures (2D and 3D)
Compositing
35. A light used to simulate sunlight and works by rotation.
Hierarchies
Directional Light
Stencil Maps
Procedural Textures (2D and 3D)
36. The starting box where you add details needed.
Polygons
Box Modeling
Procedural Textures (2D and 3D)
Directional Light
37. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ray Tracing
GUI (Graphical User Interface)
Ambient Light
Ambient Setting on Shaders
38. Apply more than one material on object depending on transparency
Layered Shader
Perspective Camera
Title Safe
Nodes
39. A light that is being emitted in all directions.
Refraction
Normals (Display>Polygons>Face Normals)
Lambert
Point Lights
40. Polygons - NURBS - SubDs
Modeling Paradigms
NURBS
Bump Maps
Non-Uniform Scaling
41. Naming all files in the same way so that they're easy to find.
Naming Convention
Orthographic Cameras
Transparency Maps
Proprietary Software
42. Shows you the resolution of your shot and the aspect ratio of your render cam.
Point Lights
Light Linking
Resolution Gate
GUI (Graphical User Interface)
43. The flow of how the edges are patterned around the model.
Lambert
Compositing
Topology
Displacement Maps
44. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Ray Tracing
Area Light
Normals (Display>Polygons>Face Normals)
haders
45. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Batch Rendering
Directional Light
Proprietary Software
Polygons
46. Made up of isoparms (edges) - controlled vertices - patches (faces).
Perspective Camera
Proprietary Software
NURBS
Area Light
47. A container that has either a shader - texture - etc.
Box Modeling
World Origin
Nodes
Point Lights
48. Rendering (taking pictures of) a whole sequence or "batch" of images.
Textures
Batch Rendering
Title Safe
Point Lights
49. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Reflection Maps
Naming Convention
Light Linking
Directional Light
50. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Blinn
Hierarchies
Reflection Maps