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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. Rendering (taking pictures of) a whole sequence or "batch" of images.
Point Light
Naming Convention
Batch Rendering
Transparency Maps
2. Do not alter silhouette edge of object - Implied texture
Bump Maps
Primitive Shapes
Resolution Gate
Transparency Maps
3. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Spot Light
Ramp Shader
Normals (Display>Polygons>Face Normals)
Refraction
4. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Point Lights
Primitive Shapes
Turnkey Software
Shading Networks
5. The front - side - top views.
Spot Light
Directional Light
Orthographic Cameras
Displacement Maps
6. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Polygons
Displacement Maps
Shading Networks
Modeling Paradigms
7. A light used to simulate sunlight and works by rotation.
Directional Light
Nodes
Spot Light
Textures
8. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Batch Rendering
Directional Light
Shading Networks
Area Light
9. Imitates fill light - Doesn't affect specular - Imitates bounced light
Ambient Light
Title Safe
Transformations
Lambert
10. Made up of isoparms (edges) - controlled vertices - patches (faces).
Shading Networks
Modeling Paradigms
Hierarchies
NURBS
11. A light that is being emitted in all directions.
Polygons
Proprietary Software
Perspective Camera
Point Lights
12. Naming all files in the same way so that they're easy to find.
Primitive Shapes
Naming Convention
Ramp Shader
Action Safe
13. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Nodes
Procedural Textures (2D and 3D)
Modeling Paradigms
14. Shows you the resolution of your shot and the aspect ratio of your render cam.
NURBS
Displacement Maps
Resolution Gate
'Swimming' Texture
15. Mathematically most simple - No specular - Used for matte finishes
Orthographic Cameras
Nodes
Lambert
Transparency Maps
16. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
'Swimming' Texture
Resolution Gate
Refraction
Proprietary Software
17. The starting box where you add details needed.
Ramp Shader
Polygons
haders
Box Modeling
18. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
Primitive Shapes
Anisotropic
Proprietary Software
19. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
20. Polygons - NURBS - SubDs
Bump Maps
Modeling Paradigms
Bump Maps
Ambient Light
21. Software written specifically for that studio.
Title Safe
Point Light
Proprietary Software
Normals (Display>Polygons>Face Normals)
22. The flow of how the edges are patterned around the model.
Bump Maps
Phong and PhongE
Topology
Directional Light
23. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Bump Maps
Spot Light
Proprietary Software
24. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Displacement Maps
Directional Light
Anisotropic
25. Imitates theatrical spot light - Can be focused
Phong and PhongE
Blinn
Textures
Spot Light
26. Apply more than one material on object depending on transparency
Right-Handed System
Layered Shader
Uniform Scaling
Lambert
27. Has sepcular - Used for really shiny objects
Ray Tracing
World Origin
Uniform Scaling
Blinn
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.
Right-Handed System
Hierarchies
Action Safe
Textures
29. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Refraction
Title Safe
Light Linking
30. The darkest color an object will ever be.
Modeling Paradigms
Stencil Maps
Phong and PhongE
Ambient Setting on Shaders
31. The connection between a shader and texture.
Resolution Gate
Batch Rendering
Displacement Maps
Shading Networks
32. The 3D view of your shot.
Refraction
GUI (Graphical User Interface)
Perspective Camera
Reflection Maps
33. Off-the-shelf software that anyone uses.
Shading Networks
Normals (Display>Polygons>Face Normals)
Ambient Light
Turnkey Software
34. Modified shape to specular
Perspective Camera
Anisotropic
Procedural Textures (2D and 3D)
Transparency Maps
35. A texture that was taken from a file.
Compositing
File Textures
Light Linking
Displacement Maps
36. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
Light Linking
Procedural Textures (2D and 3D)
Anisotropic
37. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Refraction
Transparency Maps
Ray Tracing
GUI (Graphical User Interface)
38. Apply more than one material on object depending on position of ramp
Anisotropic
Title Safe
Ramp Shader
Nodes
39. When you take all rendered images into a software and turn them into a single movie file.
Anisotropic
Compositing
Hierarchies
Action Safe
40. Defines where material is transparent - AKA Scalar Maps
GUI (Graphical User Interface)
Resolution Gate
Topology
Transparency Maps
41. A container that has either a shader - texture - etc.
Nodes
Anisotropic
Phong and PhongE
Point Lights
42. Has specular - Fall off differs from Blinn
World Origin
Hierarchies
Point Light
Phong and PhongE
43. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Stencil Maps
Hierarchies
Proprietary Software
Turnkey Software
44. Image or color that wraps around the model.
Transparency Maps
Textures
Uniform Scaling
Point Lights
45. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Anisotropic
Hierarchies
haders
Uniform Scaling
46. A small box so that the title doesn't get cut off.
Box Modeling
Ambient Setting on Shaders
Title Safe
Spot Light
47. Scaling all directions at once.
Nodes
Uniform Scaling
Spot Light
Orthographic Cameras
48. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Point Light
Normals (Display>Polygons>Face Normals)
Light Linking
Perspective Camera
49. Imitates rectangular neon light source - Light comes out of source area
Area Light
Lambert
Textures
Light Linking
50. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Naming Convention
Directional Light
Right-Handed System