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