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