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