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