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