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