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