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