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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. Something that shows how light will affect a model Blinn – Lambert – etc.

Apply more than one material on object depending on transparency Light Linking Compositing Layered Shader File Textures 3. Combine color map with transparency map to create a label that can be applied to surface Stencil Maps Blinn Displacement Maps Uniform Scaling 4. A black and white image that is used to give the illusion of a bumpy surface. Textures Bump Maps Ray Tracing Ambient Setting on Shaders 5. Made up of isoparms edges – controlled vertices – patches faces. haders Right-Handed System Lambert NURBS 6.

Imitates sun – Position of light is irrelevant – Rotation orientation of light is important Directional Light Area Light Turnkey Software Compositing 7. A small box so that the title doesn’t get cut off. Anisotropic Title Safe Point Light Primitive Shapes 8. Has sepcular – Used for really shiny objects Bump Maps Orthographic Cameras Ambient Light Blinn 9.

Do not alter silhouette edge of object – Implied texture Topology Light Linking Bump Maps Title Safe Imitates rectangular neon light source – Light comes out of source area Title Safe Light Linking Area Light Modeling Paradigms Mathematically most simple – No specular – Used for matte finishes Lambert ‘Swimming’ Texture Phong and PhongE Reflection Maps Imitates fill light – Doesn’t affect specular – Imitates bounced light Directional Light Stencil Maps Light Linking Ambient Light When you take all rendered images into a software and turn them into a single movie file.

Do alter silhouette edge of object – Require higher tesselation of surface Blinn Ray Tracing NURBS Displacement Maps Imitates theatrical spot light – Can be focused Directional Light World Origin Spot Light Right-Handed System Shows you the resolution of your shot and the aspect ratio of your render cam. Batch Rendering Modeling Paradigms Bump Maps Resolution Gate Polygons – NURBS – SubDs Ambient Light Modeling Paradigms Light Linking Right-Handed System Textures that the software makes for you so that they render faster.

GUI Graphical User Interface Polygons Transformations Procedural Textures 2D and 3D A light that is being emitted in all directions. Action Safe Point Lights Compositing Non-Uniform Scaling The 3D view of your shot. Phong and PhongE Naming Convention GUI Graphical User Interface Perspective Camera Picking one arrow and scaling one direction at a time.

Point Light World Origin Non-Uniform Scaling ‘Swimming’ Texture A container that has either a shader – texture – etc. Anisotropic Nodes Orthographic Cameras Polygons Off-the-shelf software that anyone uses. Turnkey Software NURBS Polygons Right-Handed System Rendering taking pictures of a whole sequence or “batch” of images. Resolution Gate Directional Light Spot Light Batch Rendering When you don’t parent 3D textures to the model properly and the object moves independently of its texture.

The flow of how the edges are patterned around the model. Reflection Maps NURBS Topology Naming Convention The starting box where you add details needed. Transparency Maps Box Modeling World Origin Shading Networks A texture that was taken from a file. Spot Light Shading Networks Point Lights File Textures The connection between a shader and texture. File Textures Shading Networks Modeling Paradigms Turnkey Software When one object is a parent object – one is a child object – and whatever the parent object does – the child does the same.

Basic shapes spheres – cubes – cylinders that act as building blocks to create a project. Ray Tracing Compositing Primitive Shapes Lambert Apply more than one material on object depending on position of ramp Box Modeling Layered Shader Ramp Shader Bump Maps The darkest color an object will ever be.

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 Anisotropic Batch Rendering A CG term where an imaginary line sticks out perpendicular to the faces so that you can see the exterior of the model.

Software written specifically for that studio. Box Modeling Bump Maps Proprietary Software Ramp Shader Modified shape to specular Procedural Textures 2D and 3D haders Perspective Camera Anisotropic The front – side – top views. Orthographic Cameras Displacement Maps Primitive Shapes haders Imitates light bulb – Omni-directional light rays – Fog Point Light Spot Light Transformations Modeling Paradigms The box where an important action must fit so that nothing gets cut off.

Area Light Procedural Textures 2D and 3D Action Safe Resolution Gate Image or color that wraps around the model. Point Lights Anisotropic Textures Turnkey Software Only through Ray Tracing – Requires at least two surfaces – Requires modeling inside and outside of glass vessels Light Linking World Origin Refraction Shading Networks Where x – y – z all meet. Includes translating – rotating – and scaling an object in x -y -z. Point Lights Transformations Bump Maps Ramp Shader Naming all files in the same way so that they’re easy to find.

Naming Convention File Textures Right-Handed System Light Linking Defines where material is transparent – AKA Scalar Maps Orthographic Cameras Transparency Maps Turnkey Software Ramp Shader A light used to simulate sunlight and works by rotation.

File Textures Directional Light Action Safe Turnkey Software Fakes true environment – Less time to calculate – Resembles true reflections – Image projected on virtual shape Layered Shader World Origin ‘Swimming’ Texture Reflection Maps Refraction Title Safe NURBS GUI Graphical User Interface.