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