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