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