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