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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. Software written specifically for that studio.
Shading Networks
Directional Light
Bump Maps
Proprietary Software
2. Apply more than one material on object depending on position of ramp
Topology
Resolution Gate
Ramp Shader
Ambient Setting on Shaders
3. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Orthographic Cameras
Box Modeling
Nodes
haders
4. Shows you the resolution of your shot and the aspect ratio of your render cam.
Primitive Shapes
Resolution Gate
Point Light
Modeling Paradigms
5. Apply more than one material on object depending on transparency
Refraction
Layered Shader
Directional Light
File Textures
6. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Primitive Shapes
Uniform Scaling
Polygons
Reflection Maps
7. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Displacement Maps
Procedural Textures (2D and 3D)
Anisotropic
Hierarchies
8. A small box so that the title doesn't get cut off.
Resolution Gate
Title Safe
Right-Handed System
Stencil Maps
9. The darkest color an object will ever be.
Ambient Light
Ambient Setting on Shaders
Textures
Lambert
10. Includes translating - rotating - and scaling an object in (x -y -z).
Orthographic Cameras
Proprietary Software
Ambient Light
Transformations
11. Has sepcular - Used for really shiny objects
Blinn
Anisotropic
'Swimming' Texture
Layered Shader
12. A light that is being emitted in all directions.
Point Lights
Normals (Display>Polygons>Face Normals)
Naming Convention
Light Linking
13. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Modeling Paradigms
Transformations
Hierarchies
Normals (Display>Polygons>Face Normals)
14. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Normals (Display>Polygons>Face Normals)
Modeling Paradigms
Perspective Camera
'Swimming' Texture
15. The connection between a shader and texture.
Transparency Maps
Shading Networks
Blinn
haders
16. Made up of isoparms (edges) - controlled vertices - patches (faces).
Lambert
Procedural Textures (2D and 3D)
Anisotropic
NURBS
17. Imitates rectangular neon light source - Light comes out of source area
Directional Light
Ray Tracing
Right-Handed System
Area Light
18. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Ray Tracing
Phong and PhongE
Area Light
19. Off-the-shelf software that anyone uses.
Right-Handed System
Turnkey Software
Ambient Setting on Shaders
Blinn
20. Rendering (taking pictures of) a whole sequence or "batch" of images.
Phong and PhongE
Action Safe
haders
Batch Rendering
21. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Bump Maps
Ray Tracing
File Textures
22. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
Displacement Maps
Turnkey Software
Modeling Paradigms
23. A container that has either a shader - texture - etc.
Reflection Maps
Nodes
Area Light
Stencil Maps
24. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
World Origin
Textures
Directional Light
Ambient Light
25. A texture that was taken from a file.
Light Linking
Right-Handed System
'Swimming' Texture
File Textures
26. Polygons - NURBS - SubDs
Ambient Light
Title Safe
Modeling Paradigms
Nodes
27. Has specular - Fall off differs from Blinn
File Textures
Phong and PhongE
Light Linking
Polygons
28. The box where an important action must fit so that nothing gets cut off.
Ray Tracing
Primitive Shapes
Orthographic Cameras
Action Safe
29. Imitates fill light - Doesn't affect specular - Imitates bounced light
Shading Networks
Ambient Light
Modeling Paradigms
Anisotropic
30. 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.
Transparency Maps
Polygons
Right-Handed System
Modeling Paradigms
31. The 3D view of your shot.
Topology
Box Modeling
Perspective Camera
Directional Light
32. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Nodes
Transformations
Resolution Gate
33. A black and white image that is used to give the illusion of a bumpy surface.
Light Linking
Area Light
Bump Maps
Polygons
34. Imitates theatrical spot light - Can be focused
Hierarchies
Title Safe
Transparency Maps
Spot Light
35. A light used to simulate sunlight and works by rotation.
Reflection Maps
Stencil Maps
Ramp Shader
Directional Light
36. Do not alter silhouette edge of object - Implied texture
Bump Maps
Ray Tracing
Normals (Display>Polygons>Face Normals)
Ambient Light
37. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
Non-Uniform Scaling
Ray Tracing
Blinn
38. Do alter silhouette edge of object - Require higher tesselation of surface
Phong and PhongE
Displacement Maps
Point Lights
Nodes
39. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Spot Light
Nodes
Textures
40. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Topology
Title Safe
Primitive Shapes
World Origin
41. Scaling all directions at once.
haders
Title Safe
Directional Light
Uniform Scaling
42. Image or color that wraps around the model.
Textures
Hierarchies
Lambert
Proprietary Software
43. The flow of how the edges are patterned around the model.
Directional Light
Anisotropic
Topology
Spot Light
44. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Non-Uniform Scaling
Ray Tracing
Box Modeling
Orthographic Cameras
45. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
46. When you take all rendered images into a software and turn them into a single movie file.
Title Safe
Compositing
Area Light
Ambient Setting on Shaders
47. Naming all files in the same way so that they're easy to find.
Ray Tracing
Naming Convention
Nodes
Directional Light
48. The starting box where you add details needed.
World Origin
Box Modeling
Perspective Camera
Phong and PhongE
49. Modified shape to specular
Shading Networks
Ray Tracing
Anisotropic
Turnkey Software
50. Defines where material is transparent - AKA Scalar Maps
Directional Light
Reflection Maps
Orthographic Cameras
Transparency Maps