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