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