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