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