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