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