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