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