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