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