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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. When you take all rendered images into a software and turn them into a single movie file.
Compositing
haders
Right-Handed System
Lambert
2. A light that is being emitted in all directions.
Naming Convention
Point Lights
Ray Tracing
Directional Light
3. Apply more than one material on object depending on transparency
Transparency Maps
Area Light
Light Linking
Layered Shader
4. Combine color map with transparency map to create a label that can be applied to surface
Refraction
Stencil Maps
Modeling Paradigms
Uniform Scaling
5. A light used to simulate sunlight and works by rotation.
Directional Light
Turnkey Software
NURBS
Action Safe
6. Modified shape to specular
Turnkey Software
Anisotropic
Action Safe
Directional Light
7. Imitates light bulb - Omni-directional light rays - Fog
Ray Tracing
Turnkey Software
Ramp Shader
Point Light
8. Imitates theatrical spot light - Can be focused
Displacement Maps
Ray Tracing
Spot Light
Action Safe
9. Off-the-shelf software that anyone uses.
Turnkey Software
Polygons
Compositing
Spot Light
10. Software that uses graphics to click on/buttons instead of typed commands.
Point Lights
GUI (Graphical User Interface)
Point Light
Box Modeling
11. Do not alter silhouette edge of object - Implied texture
Resolution Gate
Non-Uniform Scaling
Bump Maps
Orthographic Cameras
12. A texture that was taken from a file.
NURBS
Perspective Camera
Directional Light
File Textures
13. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Layered Shader
Reflection Maps
GUI (Graphical User Interface)
Compositing
14. Image or color that wraps around the model.
Shading Networks
Layered Shader
Polygons
Textures
15. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Action Safe
Procedural Textures (2D and 3D)
Bump Maps
Topology
16. The front - side - top views.
Layered Shader
Lambert
Textures
Orthographic Cameras
17. Do alter silhouette edge of object - Require higher tesselation of surface
Ramp Shader
Bump Maps
Displacement Maps
Textures
18. Polygons - NURBS - SubDs
Modeling Paradigms
Non-Uniform Scaling
Point Light
Point Lights
19. Rendering (taking pictures of) a whole sequence or "batch" of images.
Normals (Display>Polygons>Face Normals)
Batch Rendering
World Origin
Bump Maps
20. Imitates rectangular neon light source - Light comes out of source area
Area Light
Polygons
Point Light
Directional Light
21. Shows you the resolution of your shot and the aspect ratio of your render cam.
Transparency Maps
Nodes
Refraction
Resolution Gate
22. A container that has either a shader - texture - etc.
Directional Light
Normals (Display>Polygons>Face Normals)
Nodes
Directional Light
23. A small box so that the title doesn't get cut off.
Proprietary Software
Title Safe
Perspective Camera
Action Safe
24. 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.
Displacement Maps
Layered Shader
Right-Handed System
Batch Rendering
25. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Modeling Paradigms
Title Safe
Directional Light
Displacement Maps
26. Naming all files in the same way so that they're easy to find.
Directional Light
Naming Convention
Ramp Shader
Spot Light
27. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Blinn
Bump Maps
Polygons
Ray Tracing
28. Picking one arrow and scaling one direction at a time.
Modeling Paradigms
Non-Uniform Scaling
Ambient Setting on Shaders
Area Light
29. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Proprietary Software
Directional Light
Polygons
Normals (Display>Polygons>Face Normals)
30. The 3D view of your shot.
Directional Light
World Origin
Perspective Camera
Uniform Scaling
31. The starting box where you add details needed.
Transformations
Stencil Maps
Box Modeling
Naming Convention
32. A black and white image that is used to give the illusion of a bumpy surface.
Ramp Shader
Box Modeling
Bump Maps
Directional Light
33. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Light Linking
Bump Maps
Point Light
World Origin
34. Scaling all directions at once.
NURBS
Orthographic Cameras
Uniform Scaling
Batch Rendering
35. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Shading Networks
Displacement Maps
Action Safe
36. Software written specifically for that studio.
Transformations
Stencil Maps
Naming Convention
Proprietary Software
37. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Area Light
Reflection Maps
Refraction
Batch Rendering
38. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Bump Maps
Layered Shader
Procedural Textures (2D and 3D)
Light Linking
39. Imitates fill light - Doesn't affect specular - Imitates bounced light
Bump Maps
Ambient Light
Title Safe
Bump Maps
40. Includes translating - rotating - and scaling an object in (x -y -z).
Normals (Display>Polygons>Face Normals)
Transformations
Naming Convention
Transparency Maps
41. Has sepcular - Used for really shiny objects
Naming Convention
Bump Maps
Blinn
Batch Rendering
42. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Orthographic Cameras
Primitive Shapes
Proprietary Software
Displacement Maps
43. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Reflection Maps
Primitive Shapes
Hierarchies
Stencil Maps
44. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
GUI (Graphical User Interface)
Normals (Display>Polygons>Face Normals)
Lambert
45. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
46. Apply more than one material on object depending on position of ramp
Shading Networks
Resolution Gate
Title Safe
Ramp Shader
47. Has specular - Fall off differs from Blinn
Stencil Maps
Refraction
Phong and PhongE
World Origin
48. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ambient Setting on Shaders
Ray Tracing
Resolution Gate
Topology
49. The darkest color an object will ever be.
'Swimming' Texture
Phong and PhongE
Shading Networks
Ambient Setting on Shaders
50. The box where an important action must fit so that nothing gets cut off.
Box Modeling
Stencil Maps
Action Safe
Title Safe