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