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