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