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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. Off-the-shelf software that anyone uses.
Point Lights
Normals (Display>Polygons>Face Normals)
Reflection Maps
Turnkey Software
2. Imitates theatrical spot light - Can be focused
Blinn
Displacement Maps
Spot Light
Point Lights
3. A container that has either a shader - texture - etc.
Topology
'Swimming' Texture
Nodes
Primitive Shapes
4. A light that is being emitted in all directions.
Point Lights
Blinn
Title Safe
Reflection Maps
5. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels
Shading Networks
haders
Refraction
Ambient Light
6. Software written specifically for that studio.
Light Linking
Displacement Maps
Proprietary Software
haders
7. Imitates light bulb - Omni-directional light rays - Fog
Nodes
Point Light
Normals (Display>Polygons>Face Normals)
Shading Networks
8. Image or color that wraps around the model.
Polygons
haders
Primitive Shapes
Textures
9. Imitates fill light - Doesn't affect specular - Imitates bounced light
Resolution Gate
Displacement Maps
Ambient Light
Compositing
10. Apply more than one material on object depending on position of ramp
Procedural Textures (2D and 3D)
Ramp Shader
Stencil Maps
NURBS
11. A texture that was taken from a file.
Ambient Setting on Shaders
Spot Light
File Textures
Box Modeling
12. The flow of how the edges are patterned around the model.
Compositing
Textures
Box Modeling
Topology
13. The starting box where you add details needed.
Box Modeling
Transformations
Primitive Shapes
NURBS
14. Polygons - NURBS - SubDs
Modeling Paradigms
Light Linking
Title Safe
Nodes
15. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.
Bump Maps
Primitive Shapes
Blinn
Topology
16. The darkest color an object will ever be.
Phong and PhongE
Ambient Setting on Shaders
Textures
Naming Convention
17. Combine color map with transparency map to create a label that can be applied to surface
Phong and PhongE
Ray Tracing
Nodes
Stencil Maps
18. When you take all rendered images into a software and turn them into a single movie file.
Compositing
'Swimming' Texture
Primitive Shapes
Action Safe
19. Naming all files in the same way so that they're easy to find.
Directional Light
Naming Convention
Point Lights
Ambient Light
20. The box where an important action must fit so that nothing gets cut off.
Compositing
Displacement Maps
Action Safe
Modeling Paradigms
21. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction
Primitive Shapes
Shading Networks
Ray Tracing
World Origin
22. Something that shows how light will affect a model (Blinn - Lambert - etc.)
haders
Point Light
Directional Light
Batch Rendering
23. 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.
Resolution Gate
Box Modeling
Right-Handed System
Orthographic Cameras
24. A small box so that the title doesn't get cut off.
'Swimming' Texture
Non-Uniform Scaling
Title Safe
Anisotropic
25. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important
Naming Convention
Directional Light
Blinn
Right-Handed System
26. Defines where material is transparent - AKA Scalar Maps
World Origin
Stencil Maps
File Textures
Transparency Maps
27. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.
'Swimming' Texture
Batch Rendering
File Textures
Polygons
28. A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.
Action Safe
Normals (Display>Polygons>Face Normals)
Procedural Textures (2D and 3D)
Phong and PhongE
29. Do not alter silhouette edge of object - Implied texture
Bump Maps
Directional Light
Stencil Maps
Proprietary Software
30. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape
Resolution Gate
Proprietary Software
Reflection Maps
Normals (Display>Polygons>Face Normals)
31. The 3D view of your shot.
Anisotropic
Perspective Camera
Proprietary Software
Modeling Paradigms
32. Shows you the resolution of your shot and the aspect ratio of your render cam.
Uniform Scaling
Compositing
Ambient Light
Resolution Gate
33. When you don't parent 3D textures to the model properly and the object moves independently of its texture.
34. The connection between a shader and texture.
GUI (Graphical User Interface)
Nodes
Shading Networks
Anisotropic
35. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.
World Origin
Resolution Gate
Procedural Textures (2D and 3D)
Normals (Display>Polygons>Face Normals)
36. Apply more than one material on object depending on transparency
Uniform Scaling
Proprietary Software
Primitive Shapes
Layered Shader
37. Rendering (taking pictures of) a whole sequence or "batch" of images.
Ambient Setting on Shaders
Batch Rendering
Primitive Shapes
Ramp Shader
38. Made up of isoparms (edges) - controlled vertices - patches (faces).
NURBS
Spot Light
'Swimming' Texture
Naming Convention
39. Software that uses graphics to click on/buttons instead of typed commands.
Blinn
Ramp Shader
GUI (Graphical User Interface)
'Swimming' Texture
40. A light used to simulate sunlight and works by rotation.
Normals (Display>Polygons>Face Normals)
Directional Light
Batch Rendering
Ambient Light
41. Where x - y - z all meet. (0 -0 -0) the very center of a shot.
Refraction
World Origin
Lambert
Orthographic Cameras
42. Imitates rectangular neon light source - Light comes out of source area
Stencil Maps
Turnkey Software
Ramp Shader
Area Light
43. A part of the software where you tell Maya that you only want certain lights to affect certain objects.
'Swimming' Texture
Blinn
Primitive Shapes
Light Linking
44. Picking one arrow and scaling one direction at a time.
Non-Uniform Scaling
Directional Light
Phong and PhongE
Resolution Gate
45. A black and white image that is used to give the illusion of a bumpy surface.
'Swimming' Texture
Bump Maps
Modeling Paradigms
Refraction
46. Includes translating - rotating - and scaling an object in (x -y -z).
Directional Light
NURBS
Transformations
Reflection Maps
47. Modified shape to specular
File Textures
Bump Maps
Anisotropic
Compositing
48. Scaling all directions at once.
Normals (Display>Polygons>Face Normals)
Uniform Scaling
Area Light
Light Linking
49. Do alter silhouette edge of object - Require higher tesselation of surface
Compositing
Displacement Maps
Stencil Maps
Non-Uniform Scaling
50. Has specular - Fall off differs from Blinn
Box Modeling
Phong and PhongE
Primitive Shapes
Area Light