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