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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. 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.
Polygons
Right-Handed System
Reflection Maps
Title Safe
2. When you take all rendered images into a software and turn them into a single movie file.
Textures
Orthographic Cameras
Compositing
Bump Maps
3. Apply more than one material on object depending on position of ramp
Resolution Gate
Nodes
NURBS
Ramp Shader
4. Polygons - NURBS - SubDs
Modeling Paradigms
Point Lights
Layered Shader
Title Safe
5. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Compositing
Primitive Shapes
Directional Light
6. Do not alter silhouette edge of object - Implied texture
Displacement Maps
Bump Maps
Procedural Textures (2D and 3D)
Hierarchies
7. Imitates rectangular neon light source - Light comes out of source area
Title Safe
Area Light
Shading Networks
NURBS
8. Apply more than one material on object depending on transparency
Transparency Maps
Action Safe
Light Linking
Layered Shader
9. Imitates theatrical spot light - Can be focused
Stencil Maps
Spot Light
Light Linking
Topology
10. Mathematically most simple - No specular - Used for matte finishes
Lambert
Refraction
Ambient Light
Orthographic Cameras
11. Picking one arrow and scaling one direction at a time.
GUI (Graphical User Interface)
Polygons
Procedural Textures (2D and 3D)
Non-Uniform Scaling
12. Naming all files in the same way so that they're easy to find.
Ray Tracing
'Swimming' Texture
Naming Convention
Directional Light
13. Do alter silhouette edge of object - Require higher tesselation of surface
GUI (Graphical User Interface)
Procedural Textures (2D and 3D)
Displacement Maps
World Origin
14. Software written specifically for that studio.
Orthographic Cameras
Proprietary Software
Directional Light
Title Safe
15. Shows you the resolution of your shot and the aspect ratio of your render cam.
Bump Maps
Stencil Maps
Resolution Gate
Area Light
16. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Procedural Textures (2D and 3D)
Area Light
Ambient Setting on Shaders
17. The starting box where you add details needed.
Point Light
Transformations
Box Modeling
Ambient Setting on Shaders
18. Scaling all directions at once.
Blinn
Transparency Maps
Polygons
Uniform Scaling
19. Has sepcular - Used for really shiny objects
GUI (Graphical User Interface)
Ray Tracing
Ambient Light
Blinn
20. Image or color that wraps around the model.
Directional Light
haders
Textures
Ambient Setting on Shaders
21. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Ramp Shader
Primitive Shapes
GUI (Graphical User Interface)
Layered Shader
22. A light used to simulate sunlight and works by rotation.
Ramp Shader
'Swimming' Texture
Directional Light
Stencil Maps
23. A texture that was taken from a file.
Nodes
Box Modeling
Light Linking
File Textures
24. Imitates fill light - Doesn't affect specular - Imitates bounced light
Area Light
Ambient Light
File Textures
Anisotropic
25. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Nodes
Hierarchies
Procedural Textures (2D and 3D)
26. The connection between a shader and texture.
Batch Rendering
Ray Tracing
World Origin
Shading Networks
27. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Polygons
Textures
Directional Light
Hierarchies
28. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Naming Convention
Ray Tracing
Ramp Shader
Ambient Setting on Shaders
29. Defines where material is transparent - AKA Scalar Maps
Stencil Maps
Naming Convention
NURBS
Transparency Maps
30. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Non-Uniform Scaling
Light Linking
Right-Handed System
Batch Rendering
31. The darkest color an object will ever be.
Ambient Setting on Shaders
Non-Uniform Scaling
Naming Convention
World Origin
32. The 3D view of your shot.
Light Linking
Ramp Shader
Perspective Camera
NURBS
33. A light that is being emitted in all directions.
Title Safe
Point Light
Point Lights
Resolution Gate
34. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Non-Uniform Scaling
Refraction
Nodes
Normals (Display>Polygons>Face Normals)
35. Includes translating - rotating - and scaling an object in (x -y -z).
Topology
Modeling Paradigms
Transformations
Perspective Camera
36. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Layered Shader
'Swimming' Texture
Hierarchies
Perspective Camera
37. 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)
Displacement Maps
Reflection Maps
Resolution Gate
38. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Directional Light
Polygons
Box Modeling
Anisotropic
39. Has specular - Fall off differs from Blinn
Ambient Setting on Shaders
Phong and PhongE
Point Light
Resolution Gate
40. Modified shape to specular
Uniform Scaling
Hierarchies
Anisotropic
World Origin
41. Combine color map with transparency map to create a label that can be applied to surface
GUI (Graphical User Interface)
Stencil Maps
Nodes
Phong and PhongE
42. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
43. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Point Lights
File Textures
Procedural Textures (2D and 3D)
Area Light
44. A container that has either a shader - texture - etc.
Nodes
Hierarchies
Directional Light
Batch Rendering
45. Rendering (taking pictures of) a whole sequence or "batch" of images.
Naming Convention
Anisotropic
Action Safe
Batch Rendering
46. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Proprietary Software
Ramp Shader
Normals (Display>Polygons>Face Normals)
47. A small box so that the title doesn't get cut off.
Title Safe
Bump Maps
Displacement Maps
NURBS
48. Imitates light bulb - Omni-directional light rays - Fog
File Textures
Point Light
Textures
Topology
49. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Shading Networks
Proprietary Software
World Origin
Textures
50. Off-the-shelf software that anyone uses.
File Textures
Modeling Paradigms
Turnkey Software
Right-Handed System