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