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