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