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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. Software that uses graphics to click on/buttons instead of typed commands.
Batch Rendering
Spot Light
GUI (Graphical User Interface)
Topology
2. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Topology
Directional Light
Normals (Display>Polygons>Face Normals)
Naming Convention
3. Polygons - NURBS - SubDs
Point Light
Batch Rendering
Modeling Paradigms
Non-Uniform Scaling
4. The darkest color an object will ever be.
Ambient Setting on Shaders
Area Light
Compositing
Point Lights
5. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
Polygons
Point Light
Stencil Maps
6. Mathematically most simple - No specular - Used for matte finishes
Blinn
Lambert
Stencil Maps
Procedural Textures (2D and 3D)
7. The front - side - top views.
Orthographic Cameras
Compositing
Topology
Uniform Scaling
8. Picking one arrow and scaling one direction at a time.
Textures
Naming Convention
Non-Uniform Scaling
Title Safe
9. A light that is being emitted in all directions.
haders
Point Lights
Refraction
Batch Rendering
10. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Textures
Blinn
Spot Light
11. A light used to simulate sunlight and works by rotation.
haders
Directional Light
Spot Light
Box Modeling
12. Modified shape to specular
Anisotropic
haders
Primitive Shapes
Ray Tracing
13. Imitates fill light - Doesn't affect specular - Imitates bounced light
Non-Uniform Scaling
Primitive Shapes
Shading Networks
Ambient Light
14. Imitates light bulb - Omni-directional light rays - Fog
Bump Maps
Polygons
Refraction
Point Light
15. A container that has either a shader - texture - etc.
Ambient Setting on Shaders
Right-Handed System
Nodes
Turnkey Software
16. Apply more than one material on object depending on transparency
Layered Shader
Action Safe
Topology
Directional Light
17. 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.
Primitive Shapes
Right-Handed System
Proprietary Software
Anisotropic
18. Combine color map with transparency map to create a label that can be applied to surface
Box Modeling
Resolution Gate
Stencil Maps
Action Safe
19. Imitates theatrical spot light - Can be focused
GUI (Graphical User Interface)
Directional Light
Spot Light
Modeling Paradigms
20. The 3D view of your shot.
File Textures
Compositing
Box Modeling
Perspective Camera
21. The connection between a shader and texture.
Directional Light
Right-Handed System
Ramp Shader
Shading Networks
22. Image or color that wraps around the model.
haders
Box Modeling
Textures
'Swimming' Texture
23. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Uniform Scaling
Resolution Gate
Directional Light
Refraction
24. The starting box where you add details needed.
Orthographic Cameras
Box Modeling
Bump Maps
Ramp Shader
25. Apply more than one material on object depending on position of ramp
Ramp Shader
Topology
File Textures
Layered Shader
26. Rendering (taking pictures of) a whole sequence or "batch" of images.
'Swimming' Texture
Lambert
Batch Rendering
Reflection Maps
27. Do not alter silhouette edge of object - Implied texture
Bump Maps
Ray Tracing
Resolution Gate
Title Safe
28. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Normals (Display>Polygons>Face Normals)
Point Lights
Textures
Hierarchies
29. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Transparency Maps
Light Linking
Point Light
Turnkey Software
30. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Ambient Light
Non-Uniform Scaling
Anisotropic
31. Has sepcular - Used for really shiny objects
Directional Light
Displacement Maps
Blinn
Directional Light
32. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ray Tracing
Layered Shader
Title Safe
Transparency Maps
33. Do alter silhouette edge of object - Require higher tesselation of surface
Box Modeling
Modeling Paradigms
Compositing
Displacement Maps
34. A black and white image that is used to give the illusion of a bumpy surface.
Ray Tracing
Perspective Camera
Bump Maps
Area Light
35. Software written specifically for that studio.
Non-Uniform Scaling
Polygons
World Origin
Proprietary Software
36. Defines where material is transparent - AKA Scalar Maps
'Swimming' Texture
Transparency Maps
NURBS
Normals (Display>Polygons>Face Normals)
37. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Resolution Gate
Shading Networks
haders
Turnkey Software
38. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Phong and PhongE
GUI (Graphical User Interface)
Proprietary Software
Polygons
39. Has specular - Fall off differs from Blinn
Stencil Maps
GUI (Graphical User Interface)
Shading Networks
Phong and PhongE
40. A texture that was taken from a file.
haders
Area Light
Primitive Shapes
File Textures
41. Naming all files in the same way so that they're easy to find.
Nodes
Primitive Shapes
Naming Convention
'Swimming' Texture
42. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
File Textures
Phong and PhongE
Procedural Textures (2D and 3D)
Reflection Maps
43. Off-the-shelf software that anyone uses.
Turnkey Software
Phong and PhongE
Directional Light
Lambert
44. Made up of isoparms (edges) - controlled vertices - patches (faces).
Layered Shader
NURBS
World Origin
GUI (Graphical User Interface)
45. Imitates rectangular neon light source - Light comes out of source area
'Swimming' Texture
Area Light
Proprietary Software
Ambient Setting on Shaders
46. When you take all rendered images into a software and turn them into a single movie file.
Compositing
Point Lights
NURBS
Modeling Paradigms
47. The flow of how the edges are patterned around the model.
Topology
Turnkey Software
Modeling Paradigms
Title Safe
48. A small box so that the title doesn't get cut off.
Bump Maps
Title Safe
haders
Ramp Shader
49. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Anisotropic
Area Light
'Swimming' Texture
50. When you don't parent 3D textures to the model properly and the object moves independently of its texture.