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