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