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