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