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