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