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