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