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