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