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