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