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