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