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