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