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