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