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