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