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