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