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