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