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. The connection between a shader and texture.






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






3. Has specular - Fall off differs from Blinn






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






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






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






7. Do not alter silhouette edge of object - Implied texture






8. Software written specifically for that studio.






9. A texture that was taken from a file.






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






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






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






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






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






15. Modified shape to specular






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






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






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






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






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






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






22. Polygons - NURBS - SubDs






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






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






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






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






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






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






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






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






31. Imitates theatrical spot light - Can be focused






32. Defines where material is transparent - AKA Scalar Maps






33. The front - side - top views.






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






35. Where x - y - z all meet. (0 -0 -0) the very center of a shot.






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






37. Image or color that wraps around the model.






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






39. Scaling all directions at once.






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






41. When you take all rendered images into a software and turn them into a single movie file.






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






43. The darkest color an object will ever be.






44. 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.






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






46. The 3D view of your shot.






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






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






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






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