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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. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Stencil Maps
Normals (Display>Polygons>Face Normals)
Ray Tracing
Reflection Maps
2. Imitates theatrical spot light - Can be focused
Box Modeling
Bump Maps
'Swimming' Texture
Spot Light
3. The flow of how the edges are patterned around the model.
Normals (Display>Polygons>Face Normals)
Spot Light
haders
Topology
4. Do alter silhouette edge of object - Require higher tesselation of surface
Title Safe
Transparency Maps
Displacement Maps
Layered Shader
5. The 3D view of your shot.
Title Safe
Perspective Camera
Point Lights
Box Modeling
6. Rendering (taking pictures of) a whole sequence or "batch" of images.
Hierarchies
Layered Shader
Batch Rendering
Uniform Scaling
7. A black and white image that is used to give the illusion of a bumpy surface.
Polygons
Transparency Maps
Bump Maps
Light Linking
8. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
Directional Light
World Origin
Directional Light
9. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Directional Light
Nodes
Textures
Light Linking
10. Do not alter silhouette edge of object - Implied texture
Procedural Textures (2D and 3D)
Box Modeling
Bump Maps
Point Lights
11. Image or color that wraps around the model.
Textures
Transparency Maps
Layered Shader
Non-Uniform Scaling
12. A container that has either a shader - texture - etc.
Proprietary Software
Orthographic Cameras
Nodes
Reflection Maps
13. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Modeling Paradigms
Polygons
Right-Handed System
Non-Uniform Scaling
14. Naming all files in the same way so that they're easy to find.
File Textures
Nodes
Bump Maps
Naming Convention
15. A light used to simulate sunlight and works by rotation.
Polygons
File Textures
Directional Light
Box Modeling
16. Defines where material is transparent - AKA Scalar Maps
Transparency Maps
Area Light
haders
NURBS
17. Imitates rectangular neon light source - Light comes out of source area
Layered Shader
Ramp Shader
File Textures
Area Light
18. Apply more than one material on object depending on transparency
Layered Shader
Uniform Scaling
Refraction
Displacement Maps
19. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Ramp Shader
Uniform Scaling
Procedural Textures (2D and 3D)
Ambient Light
20. Shows you the resolution of your shot and the aspect ratio of your render cam.
Resolution Gate
Shading Networks
Anisotropic
Area Light
21. The connection between a shader and texture.
Procedural Textures (2D and 3D)
Directional Light
Shading Networks
Ray Tracing
22. Picking one arrow and scaling one direction at a time.
Resolution Gate
Turnkey Software
NURBS
Non-Uniform Scaling
23. Made up of isoparms (edges) - controlled vertices - patches (faces).
Resolution Gate
NURBS
Point Lights
Orthographic Cameras
24. Something that shows how light will affect a model (Blinn - Lambert - etc.)
Box Modeling
World Origin
Layered Shader
haders
25. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
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26. When you take all rendered images into a software and turn them into a single movie file.
Bump Maps
Orthographic Cameras
Compositing
Blinn
27. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Directional Light
Resolution Gate
Modeling Paradigms
Normals (Display>Polygons>Face Normals)
28. Has specular - Fall off differs from Blinn
Refraction
Phong and PhongE
Compositing
Proprietary Software
29. Imitates light bulb - Omni-directional light rays - Fog
Point Light
Turnkey Software
Topology
Resolution Gate
30. 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
Transformations
Batch Rendering
Polygons
31. A small box so that the title doesn't get cut off.
World Origin
Title Safe
Lambert
NURBS
32. Software that uses graphics to click on/buttons instead of typed commands.
Point Light
Point Lights
Light Linking
GUI (Graphical User Interface)
33. The box where an important action must fit so that nothing gets cut off.
Lambert
Anisotropic
Proprietary Software
Action Safe
34. A light that is being emitted in all directions.
Point Lights
GUI (Graphical User Interface)
Primitive Shapes
NURBS
35. Has sepcular - Used for really shiny objects
Refraction
Blinn
Bump Maps
Orthographic Cameras
36. Scaling all directions at once.
Proprietary Software
Uniform Scaling
Right-Handed System
Anisotropic
37. Polygons - NURBS - SubDs
File Textures
Modeling Paradigms
Displacement Maps
Naming Convention
38. Modified shape to specular
Right-Handed System
Turnkey Software
Transparency Maps
Anisotropic
39. Combine color map with transparency map to create a label that can be applied to surface
Perspective Camera
Light Linking
Stencil Maps
Ramp Shader
40. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Nodes
Anisotropic
World Origin
Compositing
41. The darkest color an object will ever be.
Directional Light
Displacement Maps
Ambient Setting on Shaders
Hierarchies
42. Imitates fill light - Doesn't affect specular - Imitates bounced light
Displacement Maps
File Textures
Ambient Light
Shading Networks
43. The front - side - top views.
Directional Light
NURBS
Orthographic Cameras
GUI (Graphical User Interface)
44. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Textures
Directional Light
Anisotropic
45. The starting box where you add details needed.
Naming Convention
Box Modeling
Blinn
Ray Tracing
46. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Displacement Maps
Spot Light
Reflection Maps
GUI (Graphical User Interface)
47. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
NURBS
Refraction
Blinn
Turnkey Software
48. Apply more than one material on object depending on position of ramp
Perspective Camera
Ramp Shader
Reflection Maps
Topology
49. Off-the-shelf software that anyone uses.
Reflection Maps
Layered Shader
Textures
Turnkey Software
50. A texture that was taken from a file.
Point Light
File Textures
Modeling Paradigms
Proprietary Software
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