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