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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 flow of how the edges are patterned around the model.
Blinn
File Textures
Topology
Title Safe
2. The connection between a shader and texture.
Shading Networks
GUI (Graphical User Interface)
Perspective Camera
Batch Rendering
3. The 3D view of your shot.
Procedural Textures (2D and 3D)
Nodes
Ambient Light
Perspective Camera
4. Imitates rectangular neon light source - Light comes out of source area
Refraction
Transformations
Light Linking
Area Light
5. Imitates theatrical spot light - Can be focused
Spot Light
Reflection Maps
Resolution Gate
Orthographic Cameras
6. Apply more than one material on object depending on transparency
Layered Shader
Light Linking
Lambert
Compositing
7. A texture that was taken from a file.
Orthographic Cameras
Proprietary Software
Shading Networks
File Textures
8. Imitates light bulb - Omni-directional light rays - Fog
Right-Handed System
Point Light
Perspective Camera
Action Safe
9. A black and white image that is used to give the illusion of a bumpy surface.
Compositing
Lambert
Bump Maps
Directional Light
10. The darkest color an object will ever be.
Topology
Proprietary Software
Ambient Setting on Shaders
Lambert
11. Rendering (taking pictures of) a whole sequence or "batch" of images.
Ray Tracing
Lambert
GUI (Graphical User Interface)
Batch Rendering
12. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Layered Shader
Textures
Stencil 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.
File Textures
Normals (Display>Polygons>Face Normals)
Transformations
Naming Convention
14. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Anisotropic
Nodes
Primitive Shapes
Directional Light
15. When you take all rendered images into a software and turn them into a single movie file.
haders
Compositing
Anisotropic
Modeling Paradigms
16. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Primitive Shapes
Directional Light
Non-Uniform Scaling
Light Linking
17. Naming all files in the same way so that they're easy to find.
Transformations
'Swimming' Texture
Naming Convention
Orthographic Cameras
18. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
World Origin
Spot Light
Nodes
19. Apply more than one material on object depending on position of ramp
haders
Non-Uniform Scaling
Ray Tracing
Ramp Shader
20. Image or color that wraps around the model.
Ray Tracing
Area Light
Textures
Polygons
21. Do not alter silhouette edge of object - Implied texture
Area Light
Directional Light
Bump Maps
File Textures
22. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ray Tracing
Transparency Maps
Primitive Shapes
World Origin
23. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Bump Maps
Non-Uniform Scaling
Refraction
24. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Directional Light
Uniform Scaling
Polygons
25. Modified shape to specular
Polygons
File Textures
Anisotropic
Batch Rendering
26. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Hierarchies
Uniform Scaling
NURBS
Modeling Paradigms
27. Scaling all directions at once.
Right-Handed System
Compositing
Uniform Scaling
Light Linking
28. Polygons - NURBS - SubDs
Procedural Textures (2D and 3D)
Title Safe
Directional Light
Modeling Paradigms
29. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Box Modeling
Right-Handed System
Refraction
Action Safe
30. Software that uses graphics to click on/buttons instead of typed commands.
Procedural Textures (2D and 3D)
Ambient Setting on Shaders
Ambient Light
GUI (Graphical User Interface)
31. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
32. Mathematically most simple - No specular - Used for matte finishes
File Textures
Uniform Scaling
Lambert
Anisotropic
33. The starting box where you add details needed.
Box Modeling
Ramp Shader
GUI (Graphical User Interface)
Blinn
34. A light used to simulate sunlight and works by rotation.
Resolution Gate
Ambient Light
Directional Light
Reflection Maps
35. Software written specifically for that studio.
Proprietary Software
haders
GUI (Graphical User Interface)
Ambient Light
36. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Ramp Shader
File Textures
GUI (Graphical User Interface)
37. A light that is being emitted in all directions.
'Swimming' Texture
Normals (Display>Polygons>Face Normals)
Perspective Camera
Point Lights
38. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Directional Light
Primitive Shapes
Polygons
GUI (Graphical User Interface)
39. Has sepcular - Used for really shiny objects
Topology
Title Safe
Modeling Paradigms
Blinn
40. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Orthographic Cameras
Blinn
Lambert
41. Has specular - Fall off differs from Blinn
Orthographic Cameras
Polygons
Proprietary Software
Phong and PhongE
42. Off-the-shelf software that anyone uses.
Bump Maps
Textures
Displacement Maps
Turnkey Software
43. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Normals (Display>Polygons>Face Normals)
Procedural Textures (2D and 3D)
Transformations
File Textures
44. Do alter silhouette edge of object - Require higher tesselation of surface
Ramp Shader
Topology
Displacement Maps
File Textures
45. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Primitive Shapes
Refraction
Bump Maps
46. Imitates fill light - Doesn't affect specular - Imitates bounced light
Modeling Paradigms
Ambient Light
Uniform Scaling
Primitive Shapes
47. A small box so that the title doesn't get cut off.
Resolution Gate
Directional Light
Title Safe
Naming Convention
48. Picking one arrow and scaling one direction at a time.
Displacement Maps
Compositing
Non-Uniform Scaling
Transformations
49. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Ambient Setting on Shaders
Proprietary Software
Directional Light
Polygons
50. 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.
Right-Handed System
Bump Maps
Batch Rendering
Perspective Camera