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