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