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