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