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