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