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