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