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