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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.
File Textures
Bump Maps
Resolution Gate
Textures
2. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
haders
Procedural Textures (2D and 3D)
Lambert
Spot Light
3. Rendering (taking pictures of) a whole sequence or "batch" of images.
Lambert
Batch Rendering
'Swimming' Texture
Action Safe
4. A light that is being emitted in all directions.
Primitive Shapes
Normals (Display>Polygons>Face Normals)
Lambert
Point Lights
5. The flow of how the edges are patterned around the model.
Point Light
Polygons
Primitive Shapes
Topology
6. Imitates light bulb - Omni-directional light rays - Fog
Action Safe
Light Linking
Point Light
haders
7. Includes translating - rotating - and scaling an object in (x -y -z).
Right-Handed System
Procedural Textures (2D and 3D)
Perspective Camera
Transformations
8. Software that uses graphics to click on/buttons instead of typed commands.
Action Safe
Reflection Maps
Point Lights
GUI (Graphical User Interface)
9. The connection between a shader and texture.
Shading Networks
Anisotropic
Perspective Camera
Transparency Maps
10. A container that has either a shader - texture - etc.
Primitive Shapes
Directional Light
Nodes
'Swimming' Texture
11. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Right-Handed System
Action Safe
World Origin
12. The darkest color an object will ever be.
Primitive Shapes
Ambient Setting on Shaders
Perspective Camera
Transformations
13. A texture that was taken from a file.
Batch Rendering
Ambient Light
Naming Convention
File Textures
14. Modified shape to specular
Anisotropic
Ray Tracing
NURBS
Ambient Light
15. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Directional Light
Refraction
Area Light
Batch Rendering
16. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Naming Convention
Ramp Shader
Directional Light
Right-Handed System
17. Has specular - Fall off differs from Blinn
Box Modeling
Uniform Scaling
Phong and PhongE
'Swimming' Texture
18. Off-the-shelf software that anyone uses.
Bump Maps
Turnkey Software
Textures
Directional Light
19. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Primitive Shapes
Reflection Maps
Anisotropic
World Origin
20. Scaling all directions at once.
Ray Tracing
Uniform Scaling
Transparency Maps
Action Safe
21. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
22. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Procedural Textures (2D and 3D)
Right-Handed System
Orthographic Cameras
23. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Stencil Maps
Hierarchies
Batch Rendering
Refraction
24. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ray Tracing
Box Modeling
Ambient Light
Stencil Maps
25. Defines where material is transparent - AKA Scalar Maps
File Textures
Transparency Maps
Light Linking
Stencil Maps
26. The starting box where you add details needed.
Box Modeling
Normals (Display>Polygons>Face Normals)
Polygons
Uniform Scaling
27. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Ambient Light
Batch Rendering
Turnkey Software
World Origin
28. Mathematically most simple - No specular - Used for matte finishes
Lambert
Perspective Camera
Title Safe
Normals (Display>Polygons>Face Normals)
29. Imitates fill light - Doesn't affect specular - Imitates bounced light
Ambient Light
Textures
Displacement Maps
Ambient Setting on Shaders
30. Polygons - NURBS - SubDs
Compositing
Directional Light
Point Lights
Modeling Paradigms
31. Has sepcular - Used for really shiny objects
Anisotropic
Bump Maps
Blinn
Right-Handed System
32. Software written specifically for that studio.
Nodes
Proprietary Software
Procedural Textures (2D and 3D)
Point Light
33. The 3D view of your shot.
Point Light
Action Safe
Perspective Camera
Directional Light
34. Imitates rectangular neon light source - Light comes out of source area
Area Light
Point Light
Nodes
Directional Light
35. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Perspective Camera
'Swimming' Texture
Transformations
36. The front - side - top views.
'Swimming' Texture
Orthographic Cameras
Batch Rendering
Area Light
37. Naming all files in the same way so that they're easy to find.
Ambient Light
Polygons
Ramp Shader
Naming Convention
38. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
GUI (Graphical User Interface)
Hierarchies
Transformations
39. A light used to simulate sunlight and works by rotation.
Shading Networks
Refraction
Bump Maps
Directional Light
40. A black and white image that is used to give the illusion of a bumpy surface.
Box Modeling
haders
Bump Maps
Ambient Light
41. A small box so that the title doesn't get cut off.
Title Safe
haders
Action Safe
Spot Light
42. Do alter silhouette edge of object - Require higher tesselation of surface
Uniform Scaling
Orthographic Cameras
Displacement Maps
World Origin
43. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Non-Uniform Scaling
Primitive Shapes
Topology
Compositing
44. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Anisotropic
Turnkey Software
Light Linking
45. Picking one arrow and scaling one direction at a time.
Reflection Maps
World Origin
Orthographic Cameras
Non-Uniform Scaling
46. Apply more than one material on object depending on transparency
Normals (Display>Polygons>Face Normals)
Layered Shader
Blinn
Polygons
47. Do not alter silhouette edge of object - Implied texture
Area Light
Reflection Maps
Bump Maps
haders
48. Imitates theatrical spot light - Can be focused
Anisotropic
Spot Light
Directional Light
Point Light
49. Apply more than one material on object depending on position of ramp
Reflection Maps
World Origin
Action Safe
Ramp Shader
50. Image or color that wraps around the model.
Hierarchies
Box Modeling
Textures
Blinn