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