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