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