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