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