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