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