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