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