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