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