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