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