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