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