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