Test your basic knowledge |

Maya 3D Computer Modeling

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. Imitates sun - Position of light is irrelevant - Rotation orientation of light is important






2. Rendering (taking pictures of) a whole sequence or "batch" of images.






3. A light used to simulate sunlight and works by rotation.






4. Includes translating - rotating - and scaling an object in (x -y -z).






5. True reflections - Vector based math - Computationally heavy - More bounces = More power needed - Calculates refraction






6. Scaling all directions at once.






7. Combine color map with transparency map to create a label that can be applied to surface






8. Has specular - Fall off differs from Blinn






9. Imitates light bulb - Omni-directional light rays - Fog






10. When one object is a parent object - one is a child object - and whatever the parent object does - the child does the same.






11. Shows you the resolution of your shot and the aspect ratio of your render cam.






12. Software that uses graphics to click on/buttons instead of typed commands.






13. Defines where material is transparent - AKA Scalar Maps






14. Do alter silhouette edge of object - Require higher tesselation of surface






15. The starting box where you add details needed.






16. The 3D view of your shot.






17. Polygons - NURBS - SubDs






18. The box where an important action must fit so that nothing gets cut off.






19. Basic shapes (spheres - cubes - cylinders) that act as building blocks to create a project.






20. A texture that was taken from a file.






21. Something that shows how light will affect a model (Blinn - Lambert - etc.)






22. The front - side - top views.






23. Modified shape to specular






24. A black and white image that is used to give the illusion of a bumpy surface.






25. Mathematically most simple - No specular - Used for matte finishes






26. A part of the software where you tell Maya that you only want certain lights to affect certain objects.






27. Picking one arrow and scaling one direction at a time.






28. Textures that the software makes for you so that they render faster. 2D texture wraps around the model - 3D goes inside the object.






29. Image or color that wraps around the model.






30. 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.






31. Imitates fill light - Doesn't affect specular - Imitates bounced light






32. Apply more than one material on object depending on position of ramp






33. Naming all files in the same way so that they're easy to find.






34. When you don't parent 3D textures to the model properly and the object moves independently of its texture.


35. Apply more than one material on object depending on transparency






36. The darkest color an object will ever be.






37. A light that is being emitted in all directions.






38. Has sepcular - Used for really shiny objects






39. Create a primitive shape - add edge loops - edit edge loops/faces/vertices. Made up of faces - edges.






40. Fakes true environment - Less time to calculate - Resembles true reflections - Image projected on virtual shape






41. Made up of isoparms (edges) - controlled vertices - patches (faces).






42. A small box so that the title doesn't get cut off.






43. The connection between a shader and texture.






44. Imitates theatrical spot light - Can be focused






45. Only through Ray Tracing - Requires at least two surfaces - Requires modeling inside and outside of glass vessels






46. A container that has either a shader - texture - etc.






47. Imitates rectangular neon light source - Light comes out of source area






48. The flow of how the edges are patterned around the model.






49. Software written specifically for that studio.






50. Off-the-shelf software that anyone uses.