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