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