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