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