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