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