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