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