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