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. Off-the-shelf software that anyone uses.






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






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






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






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






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






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






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






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






10. Scaling all directions at once.






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






12. Image or color that wraps around the model.






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






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






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






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






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






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






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






20. A texture that was taken from a file.






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






22. The front - side - top views.






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






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






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






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






27. Defines where material is transparent - AKA Scalar Maps






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






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






30. Modified shape to specular






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






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






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






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






35. The starting box where you add details needed.






36. Has specular - Fall off differs from Blinn






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






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






39. The connection between a shader and texture.






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






41. Polygons - NURBS - SubDs






42. Imitates theatrical spot light - Can be focused






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






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


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






46. The 3D view of your shot.






47. Has sepcular - Used for really shiny objects






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






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






50. The darkest color an object will ever be.