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