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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. The 3D view of your shot.
Directional Light
Uniform Scaling
Perspective Camera
Topology
2. The darkest color an object will ever be.
Light Linking
Transparency Maps
Batch Rendering
Ambient Setting on Shaders
3. Mathematically most simple - No specular - Used for matte finishes
Light Linking
Ambient Setting on Shaders
Batch Rendering
Lambert
4. A container that has either a shader - texture - etc.
Nodes
Right-Handed System
Batch Rendering
Box Modeling
5. Combine color map with transparency map to create a label that can be applied to surface
Directional Light
Refraction
Modeling Paradigms
Stencil Maps
6. Has specular - Fall off differs from Blinn
Title Safe
Directional Light
Orthographic Cameras
Phong and PhongE
7. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Title Safe
Normals (Display>Polygons>Face Normals)
Right-Handed System
Phong and PhongE
8. Imitates light bulb - Omni-directional light rays - Fog
Polygons
Point Light
Procedural Textures (2D and 3D)
Ramp Shader
9. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Non-Uniform Scaling
Reflection Maps
Primitive Shapes
Batch Rendering
10. A light used to simulate sunlight and works by rotation.
Resolution Gate
Nodes
Anisotropic
Directional Light
11. Rendering (taking pictures of) a whole sequence or "batch" of images.
Turnkey Software
Polygons
Nodes
Batch Rendering
12. 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
Point Lights
Resolution Gate
'Swimming' Texture
13. Software written specifically for that studio.
Displacement Maps
NURBS
Orthographic Cameras
Proprietary Software
14. Polygons - NURBS - SubDs
Bump Maps
Ray Tracing
Turnkey Software
Modeling Paradigms
15. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Procedural Textures (2D and 3D)
Ambient Light
Directional Light
Nodes
16. Do alter silhouette edge of object - Require higher tesselation of surface
Displacement Maps
Ray Tracing
Title Safe
Layered Shader
17. Apply more than one material on object depending on transparency
Directional Light
World Origin
Layered Shader
Modeling Paradigms
18. Naming all files in the same way so that they're easy to find.
Box Modeling
Naming Convention
Lambert
Light Linking
19. Includes translating - rotating - and scaling an object in (x -y -z).
Stencil Maps
Transformations
Batch Rendering
File Textures
20. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Stencil Maps
Ray Tracing
Right-Handed System
Turnkey Software
21. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Primitive Shapes
Proprietary Software
Naming Convention
22. When you take all rendered images into a software and turn them into a single movie file.
Modeling Paradigms
Area Light
'Swimming' Texture
Compositing
23. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Title Safe
Uniform Scaling
Perspective Camera
24. Imitates rectangular neon light source - Light comes out of source area
Primitive Shapes
Textures
Area Light
Ambient Setting on Shaders
25. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Bump Maps
Action Safe
Polygons
Transparency Maps
26. The front - side - top views.
Orthographic Cameras
Reflection Maps
Stencil Maps
Bump Maps
27. Image or color that wraps around the model.
Shading Networks
Bump Maps
Textures
Phong and PhongE
28. Off-the-shelf software that anyone uses.
Turnkey Software
Bump Maps
Directional Light
haders
29. The starting box where you add details needed.
Ray Tracing
Box Modeling
Ambient Light
Stencil Maps
30. A texture that was taken from a file.
Action Safe
File Textures
Ramp Shader
World Origin
31. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Procedural Textures (2D and 3D)
Action Safe
Shading Networks
32. A light that is being emitted in all directions.
Blinn
Nodes
Spot Light
Point Lights
33. Do not alter silhouette edge of object - Implied texture
Resolution Gate
Bump Maps
Shading Networks
Blinn
34. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Perspective Camera
Box Modeling
Hierarchies
Non-Uniform Scaling
35. The connection between a shader and texture.
Turnkey Software
Shading Networks
Point Lights
Directional Light
36. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
GUI (Graphical User Interface)
Phong and PhongE
Shading Networks
Directional Light
37. The flow of how the edges are patterned around the model.
Transparency Maps
Directional Light
Naming Convention
Topology
38. A small box so that the title doesn't get cut off.
Ambient Setting on Shaders
Title Safe
Non-Uniform Scaling
Right-Handed System
39. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
40. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Bump Maps
haders
Primitive Shapes
Hierarchies
41. Imitates fill light - Doesn't affect specular - Imitates bounced light
Ambient Light
Point Lights
Spot Light
Refraction
42. Scaling all directions at once.
Topology
Batch Rendering
Uniform Scaling
Orthographic Cameras
43. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Box Modeling
Spot Light
Non-Uniform Scaling
44. Imitates theatrical spot light - Can be focused
Spot Light
Stencil Maps
Proprietary Software
Topology
45. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Layered Shader
Naming Convention
Proprietary Software
46. Has sepcular - Used for really shiny objects
Title Safe
Blinn
Naming Convention
haders
47. Apply more than one material on object depending on position of ramp
Procedural Textures (2D and 3D)
Ramp Shader
Phong and PhongE
Directional Light
48. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Point Lights
Stencil Maps
File Textures
49. Modified shape to specular
Uniform Scaling
Bump Maps
Anisotropic
Primitive Shapes
50. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Textures
Reflection Maps
Orthographic Cameras
Directional Light