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