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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 starting box where you add details needed.
Box Modeling
Action Safe
GUI (Graphical User Interface)
haders
2. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Area Light
World Origin
Title Safe
Point Lights
3. The 3D view of your shot.
Perspective Camera
Right-Handed System
Box Modeling
Ambient Light
4. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
5. The darkest color an object will ever be.
Ambient Setting on Shaders
'Swimming' Texture
Proprietary Software
Lambert
6. Apply more than one material on object depending on position of ramp
Hierarchies
Non-Uniform Scaling
Transformations
Ramp Shader
7. A black and white image that is used to give the illusion of a bumpy surface.
Compositing
Bump Maps
Area Light
Modeling Paradigms
8. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
World Origin
Uniform Scaling
Area Light
9. Imitates theatrical spot light - Can be focused
Reflection Maps
Spot Light
Action Safe
Point Lights
10. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Transformations
Layered Shader
Perspective Camera
11. Do alter silhouette edge of object - Require higher tesselation of surface
Shading Networks
Normals (Display>Polygons>Face Normals)
Displacement Maps
Light Linking
12. Combine color map with transparency map to create a label that can be applied to surface
Ramp Shader
Procedural Textures (2D and 3D)
Stencil Maps
Ray Tracing
13. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Normals (Display>Polygons>Face Normals)
Transparency Maps
Refraction
Box Modeling
14. Rendering (taking pictures of) a whole sequence or "batch" of images.
GUI (Graphical User Interface)
Batch Rendering
Shading Networks
Perspective Camera
15. Shows you the resolution of your shot and the aspect ratio of your render cam.
Topology
Normals (Display>Polygons>Face Normals)
Resolution Gate
Modeling Paradigms
16. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Area Light
Orthographic Cameras
Procedural Textures (2D and 3D)
World Origin
17. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Ramp Shader
Non-Uniform Scaling
haders
Transformations
18. Imitates rectangular neon light source - Light comes out of source area
Area Light
Directional Light
Bump Maps
GUI (Graphical User Interface)
19. Naming all files in the same way so that they're easy to find.
Reflection Maps
Naming Convention
Uniform Scaling
Layered Shader
20. Has sepcular - Used for really shiny objects
Anisotropic
Blinn
Ray Tracing
Resolution Gate
21. Defines where material is transparent - AKA Scalar Maps
Modeling Paradigms
Transparency Maps
Lambert
Proprietary Software
22. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Area Light
Blinn
Directional Light
23. The connection between a shader and texture.
Shading Networks
haders
GUI (Graphical User Interface)
Right-Handed System
24. Software that uses graphics to click on/buttons instead of typed commands.
Bump Maps
World Origin
GUI (Graphical User Interface)
Nodes
25. The front - side - top views.
Orthographic Cameras
Modeling Paradigms
Nodes
Bump Maps
26. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Anisotropic
Topology
Polygons
Directional Light
27. Imitates fill light - Doesn't affect specular - Imitates bounced light
Normals (Display>Polygons>Face Normals)
Ambient Light
Area Light
Ray Tracing
28. Modified shape to specular
Hierarchies
Ramp Shader
Anisotropic
World Origin
29. Image or color that wraps around the model.
Non-Uniform Scaling
Perspective Camera
Textures
Bump Maps
30. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
'Swimming' Texture
Ambient Setting on Shaders
Spot Light
31. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Turnkey Software
haders
Phong and PhongE
32. 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.
Directional Light
Batch Rendering
Right-Handed System
Displacement Maps
33. Mathematically most simple - No specular - Used for matte finishes
Directional Light
Turnkey Software
Bump Maps
Lambert
34. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Stencil Maps
Polygons
Nodes
Spot Light
35. Do not alter silhouette edge of object - Implied texture
Bump Maps
Directional Light
Title Safe
Stencil Maps
36. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Hierarchies
GUI (Graphical User Interface)
Point Light
File Textures
37. When you take all rendered images into a software and turn them into a single movie file.
Spot Light
Point Lights
Compositing
Resolution Gate
38. A light that is being emitted in all directions.
Naming Convention
Point Lights
Ambient Setting on Shaders
'Swimming' Texture
39. Polygons - NURBS - SubDs
Displacement Maps
Phong and PhongE
Modeling Paradigms
Nodes
40. Off-the-shelf software that anyone uses.
Procedural Textures (2D and 3D)
Ambient Light
Blinn
Turnkey Software
41. A texture that was taken from a file.
File Textures
Box Modeling
Non-Uniform Scaling
Proprietary Software
42. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ray Tracing
Directional Light
NURBS
Bump Maps
43. Picking one arrow and scaling one direction at a time.
Reflection Maps
Naming Convention
Directional Light
Non-Uniform Scaling
44. A small box so that the title doesn't get cut off.
Title Safe
Orthographic Cameras
Refraction
Bump Maps
45. The flow of how the edges are patterned around the model.
Topology
Modeling Paradigms
Non-Uniform Scaling
Nodes
46. Scaling all directions at once.
Modeling Paradigms
Uniform Scaling
Directional Light
GUI (Graphical User Interface)
47. A light used to simulate sunlight and works by rotation.
Procedural Textures (2D and 3D)
Refraction
Bump Maps
Directional Light
48. Has specular - Fall off differs from Blinn
Shading Networks
Directional Light
Title Safe
Phong and PhongE
49. Imitates light bulb - Omni-directional light rays - Fog
Action Safe
Point Light
Lambert
Normals (Display>Polygons>Face Normals)
50. Software written specifically for that studio.
Proprietary Software
Displacement Maps
Title Safe
Layered Shader