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