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