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