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