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