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