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Test your basic knowledge |
Maya 3D Computer Modeling
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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. The darkest color an object will ever be.
Perspective Camera
Ambient Setting on Shaders
Uniform Scaling
Point Light
2. Picking one arrow and scaling one direction at a time.
Hierarchies
Non-Uniform Scaling
'Swimming' Texture
Ambient Light
3. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Title Safe
Primitive Shapes
Phong and PhongE
Uniform Scaling
4. Made up of isoparms (edges) - controlled vertices - patches (faces).
Lambert
Ray Tracing
NURBS
Ramp Shader
5. Polygons - NURBS - SubDs
haders
Modeling Paradigms
Turnkey Software
Ray Tracing
6. A black and white image that is used to give the illusion of a bumpy surface.
Box Modeling
Bump Maps
Right-Handed System
Directional Light
7. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
haders
Ray Tracing
Reflection Maps
Blinn
8. The front - side - top views.
Orthographic Cameras
Spot Light
Procedural Textures (2D and 3D)
Ramp Shader
9. Off-the-shelf software that anyone uses.
Ramp Shader
Turnkey Software
Lambert
Spot Light
10. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Phong and PhongE
Orthographic Cameras
Turnkey Software
11. Rendering (taking pictures of) a whole sequence or "batch" of images.
File Textures
Orthographic Cameras
Uniform Scaling
Batch Rendering
12. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Naming Convention
Procedural Textures (2D and 3D)
Light Linking
13. Scaling all directions at once.
Non-Uniform Scaling
Uniform Scaling
Blinn
Perspective Camera
14. A light used to simulate sunlight and works by rotation.
World Origin
Lambert
NURBS
Directional Light
15. A texture that was taken from a file.
Textures
Ambient Light
File Textures
Ray Tracing
16. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Primitive Shapes
Light Linking
Bump Maps
Point Light
17. Has specular - Fall off differs from Blinn
Transparency Maps
Phong and PhongE
Point Light
Proprietary Software
18. Modified shape to specular
Anisotropic
Hierarchies
Procedural Textures (2D and 3D)
Bump Maps
19. Imitates fill light - Doesn't affect specular - Imitates bounced light
Transformations
Ambient Light
Procedural Textures (2D and 3D)
Box Modeling
20. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Topology
haders
Ambient Setting on Shaders
Normals (Display>Polygons>Face Normals)
21. Apply more than one material on object depending on position of ramp
Textures
Ramp Shader
Resolution Gate
haders
22. Do alter silhouette edge of object - Require higher tesselation of surface
Textures
Light Linking
Blinn
Displacement Maps
23. Imitates rectangular neon light source - Light comes out of source area
Area Light
Polygons
Textures
Light Linking
24. Imitates light bulb - Omni-directional light rays - Fog
Light Linking
Point Light
'Swimming' Texture
Action Safe
25. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
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on line
183
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
Phong and PhongE
Ray Tracing
Box Modeling
27. The 3D view of your shot.
Procedural Textures (2D and 3D)
Light Linking
Orthographic Cameras
Perspective Camera
28. Naming all files in the same way so that they're easy to find.
Anisotropic
Action Safe
Shading Networks
Naming Convention
29. Includes translating - rotating - and scaling an object in (x -y -z).
Point Light
Batch Rendering
Transformations
Compositing
30. A small box so that the title doesn't get cut off.
Ambient Light
Turnkey Software
Title Safe
Topology
31. The starting box where you add details needed.
Blinn
Action Safe
Box Modeling
Textures
32. Imitates theatrical spot light - Can be focused
'Swimming' Texture
Naming Convention
Light Linking
Spot Light
33. Image or color that wraps around the model.
Hierarchies
Directional Light
Textures
Shading Networks
34. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Ramp Shader
Polygons
Nodes
Procedural Textures (2D and 3D)
35. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Layered Shader
Ray Tracing
Transparency Maps
Shading Networks
36. The box where an important action must fit so that nothing gets cut off.
Stencil Maps
File Textures
Area Light
Action Safe
37. Has sepcular - Used for really shiny objects
Blinn
Ambient Light
Perspective Camera
Ray Tracing
38. The flow of how the edges are patterned around the model.
Turnkey Software
Reflection Maps
Naming Convention
Topology
39. Software written specifically for that studio.
Proprietary Software
Bump Maps
Anisotropic
Transparency Maps
40. Mathematically most simple - No specular - Used for matte finishes
NURBS
Lambert
File Textures
Bump Maps
41. Defines where material is transparent - AKA Scalar Maps
Polygons
Ambient Light
Normals (Display>Polygons>Face Normals)
Transparency Maps
42. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
NURBS
Hierarchies
World Origin
Procedural Textures (2D and 3D)
43. Software that uses graphics to click on/buttons instead of typed commands.
GUI (Graphical User Interface)
Turnkey Software
Bump Maps
Point Light
44. A container that has either a shader - texture - etc.
Title Safe
Nodes
Normals (Display>Polygons>Face Normals)
Refraction
45. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Directional Light
World Origin
Area Light
Normals (Display>Polygons>Face Normals)
46. Apply more than one material on object depending on transparency
Right-Handed System
Perspective Camera
Layered Shader
Light Linking
47. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Non-Uniform Scaling
Box Modeling
Polygons
Light Linking
48. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Uniform Scaling
Hierarchies
Displacement Maps
Compositing
49. The connection between a shader and texture.
Shading Networks
Turnkey Software
Stencil Maps
Ray Tracing
50. Combine color map with transparency map to create a label that can be applied to surface
World Origin
Stencil Maps
'Swimming' Texture
Anisotropic
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