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