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