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