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