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