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