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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
Blinn
Nodes
Transformations
2. Defines where material is transparent - AKA Scalar Maps
Directional Light
Transparency Maps
Action Safe
Anisotropic
3. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Light Linking
Phong and PhongE
Ray Tracing
Polygons
4. The flow of how the edges are patterned around the model.
Resolution Gate
Topology
NURBS
Point Lights
5. Has sepcular - Used for really shiny objects
Action Safe
Blinn
Textures
Displacement Maps
6. Modified shape to specular
Anisotropic
Ambient Setting on Shaders
haders
Proprietary Software
7. The 3D view of your shot.
Textures
GUI (Graphical User Interface)
Perspective Camera
Procedural Textures (2D and 3D)
8. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Compositing
World Origin
Refraction
Uniform Scaling
9. Imitates rectangular neon light source - Light comes out of source area
Area Light
Phong and PhongE
Compositing
Polygons
10. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Naming Convention
Hierarchies
Normals (Display>Polygons>Face Normals)
Transformations
11. Apply more than one material on object depending on position of ramp
Action Safe
Phong and PhongE
Displacement Maps
Ramp Shader
12. Scaling all directions at once.
Refraction
Polygons
World Origin
Uniform Scaling
13. The box where an important action must fit so that nothing gets cut off.
Stencil Maps
Procedural Textures (2D and 3D)
Action Safe
Lambert
14. Combine color map with transparency map to create a label that can be applied to surface
Layered Shader
Stencil Maps
Point Lights
Action Safe
15. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
16. Imitates theatrical spot light - Can be focused
Bump Maps
Box Modeling
Stencil Maps
Spot Light
17. Software that uses graphics to click on/buttons instead of typed commands.
'Swimming' Texture
Polygons
Non-Uniform Scaling
GUI (Graphical User Interface)
18. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Modeling Paradigms
Textures
Nodes
Polygons
19. Imitates fill light - Doesn't affect specular - Imitates bounced light
Right-Handed System
Ambient Light
Uniform Scaling
Ambient Setting on Shaders
20. Rendering (taking pictures of) a whole sequence or "batch" of images.
Batch Rendering
Box Modeling
Area Light
Phong and PhongE
21. Do alter silhouette edge of object - Require higher tesselation of surface
Bump Maps
Layered Shader
Displacement Maps
Ramp Shader
22. Imitates light bulb - Omni-directional light rays - Fog
Reflection Maps
Point Light
Anisotropic
Bump Maps
23. A container that has either a shader - texture - etc.
Naming Convention
Proprietary Software
Transparency Maps
Nodes
24. Naming all files in the same way so that they're easy to find.
Naming Convention
Perspective Camera
Action Safe
Right-Handed System
25. Do not alter silhouette edge of object - Implied texture
Point Lights
Bump Maps
Right-Handed System
Normals (Display>Polygons>Face Normals)
26. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Reflection Maps
Batch Rendering
Hierarchies
Layered Shader
27. Has specular - Fall off differs from Blinn
Phong and PhongE
Procedural Textures (2D and 3D)
Action Safe
Displacement Maps
28. The darkest color an object will ever be.
Nodes
Ambient Setting on Shaders
File Textures
GUI (Graphical User Interface)
29. 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
Batch Rendering
Transparency Maps
Directional Light
30. Polygons - NURBS - SubDs
Ray Tracing
Modeling Paradigms
Nodes
Directional Light
31. Off-the-shelf software that anyone uses.
Stencil Maps
Turnkey Software
Batch Rendering
Light Linking
32. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Transparency Maps
Refraction
Naming Convention
33. Software written specifically for that studio.
GUI (Graphical User Interface)
Proprietary Software
File Textures
Normals (Display>Polygons>Face Normals)
34. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Bump Maps
Directional Light
GUI (Graphical User Interface)
35. A light that is being emitted in all directions.
NURBS
GUI (Graphical User Interface)
Textures
Point Lights
36. A light used to simulate sunlight and works by rotation.
'Swimming' Texture
Directional Light
Area Light
Anisotropic
37. A small box so that the title doesn't get cut off.
Title Safe
Displacement Maps
Normals (Display>Polygons>Face Normals)
Spot Light
38. A texture that was taken from a file.
Nodes
File Textures
haders
Perspective Camera
39. The connection between a shader and texture.
Resolution Gate
Shading Networks
haders
Non-Uniform Scaling
40. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
File Textures
GUI (Graphical User Interface)
Title Safe
41. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Anisotropic
'Swimming' Texture
Non-Uniform Scaling
42. Includes translating - rotating - and scaling an object in (x -y -z).
Directional Light
Shading Networks
World Origin
Transformations
43. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Reflection Maps
Action Safe
Phong and PhongE
Procedural Textures (2D and 3D)
44. Picking one arrow and scaling one direction at a time.
Area Light
Non-Uniform Scaling
Directional Light
Blinn
45. The starting box where you add details needed.
Transformations
Reflection Maps
Light Linking
Box Modeling
46. The front - side - top views.
Naming Convention
Ambient Setting on Shaders
Orthographic Cameras
Transformations
47. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Directional Light
Primitive Shapes
Procedural Textures (2D and 3D)
NURBS
48. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Primitive Shapes
Displacement Maps
Action Safe
49. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Box Modeling
Directional Light
Transparency Maps
Non-Uniform Scaling
50. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Point Light
Reflection Maps
Layered Shader
Area Light