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