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