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