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