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