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