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