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