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