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. Modified shape to specular






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






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






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






6. A texture that was taken from a file.






7. The 3D view of your shot.






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






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






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






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






12. Scaling all directions at once.






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






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






15. Has sepcular - Used for really shiny objects






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






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






18. The starting box where you add details needed.






19. Polygons - NURBS - SubDs






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






21. Defines where material is transparent - AKA Scalar Maps






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






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






24. 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.






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






26. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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






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






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






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






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






38. The front - side - top views.






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






40. Has specular - Fall off differs from Blinn






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






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






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






44. Software written specifically for that studio.






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






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






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






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


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






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