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