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