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