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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 texture that was taken from a file.
File Textures
Displacement Maps
Compositing
Non-Uniform Scaling
2. The flow of how the edges are patterned around the model.
Point Light
Procedural Textures (2D and 3D)
Perspective Camera
Topology
3. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Spot Light
Nodes
Directional Light
Box Modeling
4. Imitates light bulb - Omni-directional light rays - Fog
Phong and PhongE
Anisotropic
Point Light
Naming Convention
5. Mathematically most simple - No specular - Used for matte finishes
Ramp Shader
Proprietary Software
Lambert
Area Light
6. Apply more than one material on object depending on position of ramp
Resolution Gate
Turnkey Software
Ramp Shader
Transformations
7. 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
Hierarchies
Transparency Maps
Topology
8. 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
Transformations
Point Light
Bump Maps
9. Software written specifically for that studio.
Proprietary Software
Ramp Shader
Orthographic Cameras
Ray Tracing
10. Imitates theatrical spot light - Can be focused
Textures
Spot Light
Topology
Directional Light
11. Defines where material is transparent - AKA Scalar Maps
Spot Light
Perspective Camera
Batch Rendering
Transparency Maps
12. Apply more than one material on object depending on transparency
Bump Maps
Hierarchies
Naming Convention
Layered Shader
13. Rendering (taking pictures of) a whole sequence or "batch" of images.
Batch Rendering
Bump Maps
Naming Convention
Point Light
14. Has specular - Fall off differs from Blinn
World Origin
'Swimming' Texture
Naming Convention
Phong and PhongE
15. Off-the-shelf software that anyone uses.
haders
Turnkey Software
'Swimming' Texture
Spot Light
16. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Shading Networks
Proprietary Software
Topology
17. The 3D view of your shot.
Transformations
Bump Maps
Topology
Perspective Camera
18. The darkest color an object will ever be.
Spot Light
Ambient Setting on Shaders
Reflection Maps
Bump Maps
19. The connection between a shader and texture.
Shading Networks
Topology
File Textures
Phong and PhongE
20. Image or color that wraps around the model.
Textures
Batch Rendering
Hierarchies
Compositing
21. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Box Modeling
File Textures
Directional Light
Polygons
22. Do alter silhouette edge of object - Require higher tesselation of surface
Spot Light
Polygons
Displacement Maps
Reflection Maps
23. A container that has either a shader - texture - etc.
Layered Shader
Refraction
Nodes
haders
24. The starting box where you add details needed.
Box Modeling
Modeling Paradigms
Anisotropic
Ramp Shader
25. Has sepcular - Used for really shiny objects
Directional Light
Blinn
Primitive Shapes
Textures
26. Software that uses graphics to click on/buttons instead of typed commands.
Batch Rendering
GUI (Graphical User Interface)
Directional Light
Refraction
27. Do not alter silhouette edge of object - Implied texture
Reflection Maps
Bump Maps
Layered Shader
'Swimming' Texture
28. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Light Linking
Modeling Paradigms
Bump Maps
Primitive Shapes
29. Imitates rectangular neon light source - Light comes out of source area
Area Light
Shading Networks
Stencil Maps
Proprietary Software
30. Scaling all directions at once.
Uniform Scaling
Right-Handed System
Polygons
Area Light
31. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Blinn
Hierarchies
Bump Maps
Normals (Display>Polygons>Face Normals)
32. Shows you the resolution of your shot and the aspect ratio of your render cam.
Blinn
NURBS
Title Safe
Resolution Gate
33. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Hierarchies
Bump Maps
haders
Modeling Paradigms
34. A black and white image that is used to give the illusion of a bumpy surface.
haders
Bump Maps
Batch Rendering
Normals (Display>Polygons>Face Normals)
35. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Shading Networks
Light Linking
Box Modeling
Area Light
36. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Batch Rendering
Polygons
Reflection Maps
Resolution Gate
37. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Right-Handed System
Transparency Maps
Refraction
Orthographic Cameras
38. Combine color map with transparency map to create a label that can be applied to surface
Blinn
Stencil Maps
Turnkey Software
Ramp Shader
39. Imitates fill light - Doesn't affect specular - Imitates bounced light
Transformations
Ambient Light
Turnkey Software
Stencil Maps
40. Picking one arrow and scaling one direction at a time.
Ramp Shader
Directional Light
Proprietary Software
Non-Uniform Scaling
41. Modified shape to specular
Anisotropic
Polygons
Orthographic Cameras
Bump Maps
42. A small box so that the title doesn't get cut off.
Shading Networks
Bump Maps
Light Linking
Title Safe
43. Polygons - NURBS - SubDs
Shading Networks
Modeling Paradigms
Spot Light
Lambert
44. A light that is being emitted in all directions.
Turnkey Software
Point Lights
Ambient Setting on Shaders
NURBS
45. The front - side - top views.
Ambient Light
Light Linking
Orthographic Cameras
Layered Shader
46. Made up of isoparms (edges) - controlled vertices - patches (faces).
Turnkey Software
NURBS
Batch Rendering
Non-Uniform Scaling
47. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
48. A light used to simulate sunlight and works by rotation.
GUI (Graphical User Interface)
Directional Light
Hierarchies
Spot Light
49. 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)
World Origin
Transformations
Textures
50. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
NURBS
'Swimming' Texture
World Origin
Ray Tracing