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