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