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