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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. Software that uses graphics to click on/buttons instead of typed commands.
Procedural Textures (2D and 3D)
Point Light
GUI (Graphical User Interface)
Refraction
2. The darkest color an object will ever be.
Ambient Setting on Shaders
Displacement Maps
Polygons
Reflection Maps
3. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
Ramp Shader
NURBS
Procedural Textures (2D and 3D)
Modeling Paradigms
4. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Stencil Maps
Polygons
Procedural Textures (2D and 3D)
Refraction
5. Polygons - NURBS - SubDs
Right-Handed System
Anisotropic
Modeling Paradigms
'Swimming' Texture
6. Shows you the resolution of your shot and the aspect ratio of your render cam.
World Origin
Resolution Gate
Reflection Maps
Spot Light
7. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Procedural Textures (2D and 3D)
File Textures
Directional Light
Action Safe
8. The connection between a shader and texture.
Shading Networks
Proprietary Software
Nodes
Right-Handed System
9. Combine color map with transparency map to create a label that can be applied to surface
Textures
Stencil Maps
Proprietary Software
Transparency Maps
10. Do not alter silhouette edge of object - Implied texture
Batch Rendering
Bump Maps
Ray Tracing
Spot Light
11. The front - side - top views.
Spot Light
Bump Maps
GUI (Graphical User Interface)
Orthographic Cameras
12. Imitates rectangular neon light source - Light comes out of source area
Hierarchies
Area Light
Nodes
Bump Maps
13. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
Displacement Maps
Uniform Scaling
Directional Light
Polygons
14. Modified shape to specular
Anisotropic
Shading Networks
Polygons
Directional Light
15. A texture that was taken from a file.
Polygons
Procedural Textures (2D and 3D)
Right-Handed System
File Textures
16. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Reflection Maps
Box Modeling
Resolution Gate
Topology
17. Apply more than one material on object depending on position of ramp
haders
Lambert
Action Safe
Ramp Shader
18. The flow of how the edges are patterned around the model.
Naming Convention
Anisotropic
Nodes
Topology
19. Picking one arrow and scaling one direction at a time.
Ramp Shader
Point Light
Non-Uniform Scaling
Light Linking
20. Apply more than one material on object depending on transparency
Displacement Maps
Primitive Shapes
Polygons
Layered Shader
21. A black and white image that is used to give the illusion of a bumpy surface.
Blinn
Bump Maps
Naming Convention
Transparency Maps
22. Includes translating - rotating - and scaling an object in (x -y -z).
Transformations
Transparency Maps
Hierarchies
Box Modeling
23. Imitates theatrical spot light - Can be focused
Normals (Display>Polygons>Face Normals)
Spot Light
Transparency Maps
Procedural Textures (2D and 3D)
24. Image or color that wraps around the model.
Modeling Paradigms
Spot Light
Layered Shader
Textures
25. Naming all files in the same way so that they're easy to find.
GUI (Graphical User Interface)
Naming Convention
Procedural Textures (2D and 3D)
Shading Networks
26. Defines where material is transparent - AKA Scalar Maps
Textures
Right-Handed System
Transparency Maps
Point Lights
27. Scaling all directions at once.
Proprietary Software
Textures
Uniform Scaling
Compositing
28. A light that is being emitted in all directions.
Point Lights
Phong and PhongE
Textures
Blinn
29. Has sepcular - Used for really shiny objects
Area Light
Batch Rendering
Blinn
NURBS
30. 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.
Nodes
Normals (Display>Polygons>Face Normals)
Displacement Maps
Right-Handed System
31. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
Reflection Maps
Light Linking
Modeling Paradigms
Shading Networks
32. Software written specifically for that studio.
Turnkey Software
Proprietary Software
Shading Networks
Light Linking
33. When you take all rendered images into a software and turn them into a single movie file.
Turnkey Software
Resolution Gate
Bump Maps
Compositing
34. The starting box where you add details needed.
Ramp Shader
Box Modeling
Naming Convention
Ray Tracing
35. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
GUI (Graphical User Interface)
World Origin
Nodes
Turnkey Software
36. The 3D view of your shot.
Batch Rendering
Bump Maps
Normals (Display>Polygons>Face Normals)
Perspective Camera
37. Off-the-shelf software that anyone uses.
Turnkey Software
Shading Networks
Layered Shader
Phong and PhongE
38. Has specular - Fall off differs from Blinn
World Origin
Phong and PhongE
Hierarchies
Naming Convention
39. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Spot Light
Compositing
Normals (Display>Polygons>Face Normals)
Uniform Scaling
40. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
41. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Hierarchies
Ray Tracing
Directional Light
Resolution Gate
42. Made up of isoparms (edges) - controlled vertices - patches (faces).
Modeling Paradigms
GUI (Graphical User Interface)
NURBS
Layered Shader
43. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.
Phong and PhongE
Uniform Scaling
Hierarchies
'Swimming' Texture
44. The box where an important action must fit so that nothing gets cut off.
Bump Maps
Non-Uniform Scaling
Action Safe
Transformations
45. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Primitive Shapes
Lambert
GUI (Graphical User Interface)
NURBS
46. Imitates fill light - Doesn't affect specular - Imitates bounced light
Hierarchies
Ambient Light
Directional Light
Non-Uniform Scaling
47. A container that has either a shader - texture - etc.
Directional Light
Textures
NURBS
Nodes
48. Rendering (taking pictures of) a whole sequence or "batch" of images.
Turnkey Software
'Swimming' Texture
Batch Rendering
Shading Networks
49. A light used to simulate sunlight and works by rotation.
Perspective Camera
Spot Light
Lambert
Directional Light
50. Do alter silhouette edge of object - Require higher tesselation of surface
World Origin
Modeling Paradigms
Point Light
Displacement Maps