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