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