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