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