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