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