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