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