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