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