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