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