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