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