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