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