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