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