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