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