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