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