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