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