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