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