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