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