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