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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. 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
Blinn
Procedural Textures (2D and 3D)
Resolution Gate
2. Image or color that wraps around the model.
Perspective Camera
Textures
World Origin
Ambient Light
3. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Resolution Gate
Directional Light
Naming Convention
Reflection Maps
4. Made up of isoparms (edges) - controlled vertices - patches (faces).
Point Light
Ambient Light
NURBS
Normals (Display>Polygons>Face Normals)
5. Polygons - NURBS - SubDs
Perspective Camera
Point Lights
Batch Rendering
Modeling Paradigms
6. Modified shape to specular
Primitive Shapes
Textures
Polygons
Anisotropic
7. Imitates theatrical spot light - Can be focused
Spot Light
haders
Polygons
Stencil Maps
8. A small box so that the title doesn't get cut off.
Anisotropic
Action Safe
Proprietary Software
Title Safe
9. Naming all files in the same way so that they're easy to find.
Bump Maps
Light Linking
Naming Convention
Uniform Scaling
10. Apply more than one material on object depending on transparency
Perspective Camera
Refraction
Light Linking
Layered Shader
11. Software written specifically for that studio.
Spot Light
Proprietary Software
Ambient Light
Lambert
12. 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
Hierarchies
Point Light
Box Modeling
13. Defines where material is transparent - AKA Scalar Maps
Nodes
GUI (Graphical User Interface)
Normals (Display>Polygons>Face Normals)
Transparency Maps
14. A texture that was taken from a file.
Nodes
File Textures
Layered Shader
Lambert
15. Imitates rectangular neon light source - Light comes out of source area
File Textures
Perspective Camera
Area Light
Point Light
16. Software that uses graphics to click on/buttons instead of typed commands.
Phong and PhongE
GUI (Graphical User Interface)
Displacement Maps
Proprietary Software
17. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Anisotropic
Modeling Paradigms
Action Safe
18. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
World Origin
Point Light
Bump Maps
Ambient Light
19. The front - side - top views.
Textures
Resolution Gate
Orthographic Cameras
Ray Tracing
20. Has specular - Fall off differs from Blinn
Directional Light
Ray Tracing
Phong and PhongE
Polygons
21. Includes translating - rotating - and scaling an object in (x -y -z).
Reflection Maps
Transformations
Title Safe
Modeling Paradigms
22. Shows you the resolution of your shot and the aspect ratio of your render cam.
Orthographic Cameras
Ray Tracing
Resolution Gate
Light Linking
23. Off-the-shelf software that anyone uses.
Turnkey Software
Point Lights
Right-Handed System
Ambient Setting on Shaders
24. Imitates light bulb - Omni-directional light rays - Fog
Blinn
Layered Shader
Point Light
Refraction
25. A light that is being emitted in all directions.
Box Modeling
Resolution Gate
Point Lights
File Textures
26. Combine color map with transparency map to create a label that can be applied to surface
Blinn
Normals (Display>Polygons>Face Normals)
Area Light
Stencil Maps
27. Do alter silhouette edge of object - Require higher tesselation of surface
Light Linking
Displacement Maps
Modeling Paradigms
Compositing
28. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Ray Tracing
Light Linking
Batch Rendering
Naming Convention
29. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Transparency Maps
Polygons
Proprietary Software
Shading Networks
30. The connection between a shader and texture.
Shading Networks
Orthographic Cameras
haders
Proprietary Software
31. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Refraction
Textures
Nodes
Shading Networks
32. 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)
Batch Rendering
NURBS
Right-Handed System
33. When you take all rendered images into a software and turn them into a single movie file.
Compositing
GUI (Graphical User Interface)
'Swimming' Texture
haders
34. A black and white image that is used to give the illusion of a bumpy surface.
Displacement Maps
Uniform Scaling
Bump Maps
Area Light
35. The darkest color an object will ever be.
File Textures
Ambient Setting on Shaders
Topology
Action Safe
36. Imitates fill light - Doesn't affect specular - Imitates bounced light
Ambient Light
Normals (Display>Polygons>Face Normals)
Naming Convention
Compositing
37. A light used to simulate sunlight and works by rotation.
Reflection Maps
Point Lights
Nodes
Directional Light
38. A container that has either a shader - texture - etc.
Refraction
Lambert
Non-Uniform Scaling
Nodes
39. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Directional Light
Proprietary Software
Phong and PhongE
Lambert
40. Picking one arrow and scaling one direction at a time.
World Origin
Light Linking
Non-Uniform Scaling
Phong and PhongE
41. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Hierarchies
haders
Directional Light
Ambient Light
42. Apply more than one material on object depending on position of ramp
Ramp Shader
Transparency Maps
Ray Tracing
Ambient Setting on Shaders
43. Scaling all directions at once.
Naming Convention
Textures
Area Light
Uniform Scaling
44. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Light Linking
Transformations
Uniform Scaling
Displacement Maps
45. The 3D view of your shot.
Light Linking
Ramp Shader
Perspective Camera
Proprietary Software
46. Has sepcular - Used for really shiny objects
Batch Rendering
Blinn
NURBS
Transparency Maps
47. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Modeling Paradigms
Hierarchies
NURBS
Reflection Maps
48. Rendering (taking pictures of) a whole sequence or "batch" of images.
Batch Rendering
Directional Light
World Origin
GUI (Graphical User Interface)
49. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
50. Do not alter silhouette edge of object - Implied texture
GUI (Graphical User Interface)
Orthographic Cameras
Polygons
Bump Maps