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