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