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