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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. The box where an important action must fit so that nothing gets cut off.
Ramp Shader
GUI (Graphical User Interface)
Ambient Setting on Shaders
Action Safe
2. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Spot Light
Polygons
World Origin
Title Safe
3. A light used to simulate sunlight and works by rotation.
World Origin
Refraction
Light Linking
Directional Light
4. Scaling all directions at once.
Uniform Scaling
Directional Light
Non-Uniform Scaling
haders
5. Has sepcular - Used for really shiny objects
Blinn
Hierarchies
Spot Light
Primitive Shapes
6. The flow of how the edges are patterned around the model.
Shading Networks
Textures
Topology
Ray Tracing
7. Picking one arrow and scaling one direction at a time.
Orthographic Cameras
Resolution Gate
Box Modeling
Non-Uniform Scaling
8. Rendering (taking pictures of) a whole sequence or "batch" of images.
Polygons
Light Linking
Title Safe
Batch Rendering
9. Includes translating - rotating - and scaling an object in (x -y -z).
Ramp Shader
Primitive Shapes
Transformations
Phong and PhongE
10. The darkest color an object will ever be.
Ambient Setting on Shaders
Stencil Maps
Shading Networks
Proprietary Software
11. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Resolution Gate
World Origin
Displacement Maps
Light Linking
12. Imitates rectangular neon light source - Light comes out of source area
Uniform Scaling
Area Light
Displacement Maps
Spot Light
13. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Transparency Maps
Reflection Maps
Phong and PhongE
Primitive Shapes
14. A light that is being emitted in all directions.
Directional Light
Point Lights
Polygons
Action Safe
15. Naming all files in the same way so that they're easy to find.
Modeling Paradigms
Perspective Camera
Naming Convention
Textures
16. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Topology
Reflection Maps
Orthographic Cameras
17. Software that uses graphics to click on/buttons instead of typed commands.
Proprietary Software
GUI (Graphical User Interface)
Compositing
Directional Light
18. Combine color map with transparency map to create a label that can be applied to surface
Stencil Maps
Textures
Polygons
Compositing
19. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Displacement Maps
'Swimming' Texture
Refraction
Resolution Gate
20. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
21. The starting box where you add details needed.
Blinn
Ray Tracing
Box Modeling
Layered Shader
22. Off-the-shelf software that anyone uses.
Phong and PhongE
Action Safe
Turnkey Software
Directional Light
23. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Turnkey Software
Directional Light
Refraction
Procedural Textures (2D and 3D)
24. Software written specifically for that studio.
Lambert
Ambient Light
Proprietary Software
Polygons
25. Shows you the resolution of your shot and the aspect ratio of your render cam.
Phong and PhongE
Modeling Paradigms
Hierarchies
Resolution Gate
26. Do not alter silhouette edge of object - Implied texture
Uniform Scaling
Bump Maps
Ramp Shader
haders
27. Defines where material is transparent - AKA Scalar Maps
haders
Transparency Maps
Point Light
Shading Networks
28. The 3D view of your shot.
Nodes
Directional Light
Perspective Camera
Phong and PhongE
29. Apply more than one material on object depending on position of ramp
Directional Light
Ramp Shader
Normals (Display>Polygons>Face Normals)
'Swimming' Texture
30. Do alter silhouette edge of object - Require higher tesselation of surface
Naming Convention
Refraction
Displacement Maps
Title Safe
31. 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)
Shading Networks
Ambient Light
Proprietary Software
32. Modified shape to specular
Modeling Paradigms
Bump Maps
Ray Tracing
Anisotropic
33. The front - side - top views.
Primitive Shapes
Ramp Shader
Displacement Maps
Orthographic Cameras
34. Polygons - NURBS - SubDs
NURBS
Ray Tracing
Modeling Paradigms
Ambient Light
35. When you take all rendered images into a software and turn them into a single movie file.
Compositing
'Swimming' Texture
Modeling Paradigms
World Origin
36. Imitates light bulb - Omni-directional light rays - Fog
Point Lights
File Textures
Point Light
Ambient Light
37. Imitates theatrical spot light - Can be focused
Shading Networks
Spot Light
Area Light
Action Safe
38. Apply more than one material on object depending on transparency
Orthographic Cameras
Point Lights
Light Linking
Layered Shader
39. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Normals (Display>Polygons>Face Normals)
Refraction
Resolution Gate
Directional Light
40. Imitates fill light - Doesn't affect specular - Imitates bounced light
Directional Light
Box Modeling
Ambient Light
Transformations
41. A black and white image that is used to give the illusion of a bumpy surface.
Bump Maps
Polygons
Orthographic Cameras
Directional Light
42. The connection between a shader and texture.
Hierarchies
Refraction
Textures
Shading Networks
43. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Nodes
Polygons
Action Safe
Reflection Maps
44. A container that has either a shader - texture - etc.
Stencil Maps
Point Lights
Primitive Shapes
Nodes
45. 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.
Area Light
Point Light
Right-Handed System
Light Linking
46. A small box so that the title doesn't get cut off.
Nodes
Proprietary Software
Title Safe
Refraction
47. Has specular - Fall off differs from Blinn
Topology
Phong and PhongE
Ambient Light
GUI (Graphical User Interface)
48. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Non-Uniform Scaling
Resolution Gate
haders
GUI (Graphical User Interface)
49. A texture that was taken from a file.
NURBS
Shading Networks
Spot Light
File Textures
50. Image or color that wraps around the model.
Textures
Procedural Textures (2D and 3D)
Resolution Gate
'Swimming' Texture