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