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