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