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