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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. Do not alter silhouette edge of object - Implied texture
Ray Tracing
Action Safe
Bump Maps
Reflection Maps
2. Has sepcular - Used for really shiny objects
Ambient Light
Blinn
Procedural Textures (2D and 3D)
Proprietary Software
3. A texture that was taken from a file.
Point Light
File Textures
Ambient Light
Lambert
4. Has specular - Fall off differs from Blinn
Phong and PhongE
Blinn
haders
Reflection Maps
5. Imitates rectangular neon light source - Light comes out of source area
'Swimming' Texture
Turnkey Software
Stencil Maps
Area Light
6. The 3D view of your shot.
Perspective Camera
Nodes
Resolution Gate
Area Light
7. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Naming Convention
Modeling Paradigms
haders
Perspective Camera
8. Defines where material is transparent - AKA Scalar Maps
Bump Maps
Transparency Maps
Area Light
Batch Rendering
9. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Polygons
Ambient Light
Primitive Shapes
Stencil Maps
10. Shows you the resolution of your shot and the aspect ratio of your render cam.
Light Linking
Resolution Gate
Non-Uniform Scaling
Lambert
11. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Reflection Maps
Ray Tracing
Phong and PhongE
Spot Light
12. Modified shape to specular
Naming Convention
Anisotropic
Polygons
GUI (Graphical User Interface)
13. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Resolution Gate
Ray Tracing
Directional Light
Point Lights
14. Do alter silhouette edge of object - Require higher tesselation of surface
NURBS
Displacement Maps
Stencil Maps
Bump Maps
15. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Bump Maps
Topology
World Origin
Directional Light
16. Mathematically most simple - No specular - Used for matte finishes
Lambert
Title Safe
Proprietary Software
File Textures
17. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Primitive Shapes
Light Linking
Proprietary Software
Transformations
18. The flow of how the edges are patterned around the model.
Ambient Light
Reflection Maps
Topology
Layered Shader
19. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
'Swimming' Texture
Directional Light
Ambient Setting on Shaders
20. Made up of isoparms (edges) - controlled vertices - patches (faces).
GUI (Graphical User Interface)
Textures
Transformations
NURBS
21. The connection between a shader and texture.
Shading Networks
Anisotropic
Ambient Setting on Shaders
Resolution Gate
22. Picking one arrow and scaling one direction at a time.
Directional Light
Transformations
Non-Uniform Scaling
Area Light
23. Off-the-shelf software that anyone uses.
Uniform Scaling
File Textures
Turnkey Software
Light Linking
24. A light that is being emitted in all directions.
Hierarchies
Box Modeling
Ambient Setting on Shaders
Point Lights
25. Software that uses graphics to click on/buttons instead of typed commands.
Primitive Shapes
GUI (Graphical User Interface)
Anisotropic
Right-Handed System
26. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
27. A small box so that the title doesn't get cut off.
Resolution Gate
Title Safe
Stencil Maps
'Swimming' Texture
28. Includes translating - rotating - and scaling an object in (x -y -z).
Displacement Maps
Perspective Camera
Normals (Display>Polygons>Face Normals)
Transformations
29. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Box Modeling
Reflection Maps
Layered Shader
Hierarchies
30. Rendering (taking pictures of) a whole sequence or "batch" of images.
Batch Rendering
Phong and PhongE
Bump Maps
Compositing
31. Imitates light bulb - Omni-directional light rays - Fog
Directional Light
Point Light
Shading Networks
Polygons
32. Software written specifically for that studio.
File Textures
Bump Maps
Action Safe
Proprietary Software
33. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Stencil Maps
Nodes
Anisotropic
Reflection Maps
34. Polygons - NURBS - SubDs
Displacement Maps
File Textures
Refraction
Modeling Paradigms
35. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Perspective Camera
Ray Tracing
Reflection Maps
36. Combine color map with transparency map to create a label that can be applied to surface
Textures
Anisotropic
Turnkey Software
Stencil Maps
37. Imitates fill light - Doesn't affect specular - Imitates bounced light
Orthographic Cameras
Ambient Light
Naming Convention
World Origin
38. Apply more than one material on object depending on transparency
Layered Shader
Bump Maps
Normals (Display>Polygons>Face Normals)
Uniform Scaling
39. Scaling all directions at once.
Compositing
Uniform Scaling
Polygons
File Textures
40. A container that has either a shader - texture - etc.
'Swimming' Texture
Nodes
Title Safe
Ramp Shader
41. 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)
Displacement Maps
Hierarchies
Textures
42. The starting box where you add details needed.
Phong and PhongE
Non-Uniform Scaling
Textures
Box Modeling
43. Imitates theatrical spot light - Can be focused
Compositing
Directional Light
Spot Light
Point Light
44. 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.
Box Modeling
Procedural Textures (2D and 3D)
Right-Handed System
Turnkey Software
45. When you take all rendered images into a software and turn them into a single movie file.
Perspective Camera
Displacement Maps
Topology
Compositing
46. The darkest color an object will ever be.
Ramp Shader
Naming Convention
NURBS
Ambient Setting on Shaders
47. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Procedural Textures (2D and 3D)
Right-Handed System
haders
48. Naming all files in the same way so that they're easy to find.
Right-Handed System
haders
Naming Convention
Resolution Gate
49. Image or color that wraps around the model.
Textures
Reflection Maps
Ray Tracing
Displacement Maps
50. Apply more than one material on object depending on position of ramp
Ramp Shader
NURBS
Non-Uniform Scaling
Polygons