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