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