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