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