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