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