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