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