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