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