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