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