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






2. Imitates theatrical spot light - Can be focused






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






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






5. Scaling all directions at once.






6. Has sepcular - Used for really shiny objects






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






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






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






10. Software written specifically for that studio.






11. The starting box where you add details needed.






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


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






14. The connection between a shader and texture.






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






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






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






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






19. Image or color that wraps around the model.






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






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






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






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






24. The darkest color an object will ever be.






25. Polygons - NURBS - SubDs






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






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






28. The 3D view of your shot.






29. The front - side - top views.






30. Modified shape to specular






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






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






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






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






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






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






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






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






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






40. A texture that was taken from a file.






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






42. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






49. Has specular - Fall off differs from Blinn






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