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