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