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