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