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






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






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






4. Defines where material is transparent - AKA Scalar Maps






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






6. The 3D view of your shot.






7. Polygons - NURBS - SubDs






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






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






10. 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.






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






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






13. Image or color that wraps around the model.






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






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






16. A texture that was taken from a file.






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






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






19. Modified shape to specular






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






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






22. Imitates theatrical spot light - Can be focused






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






24. Software written specifically for that studio.






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






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






27. The connection between a shader and texture.






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






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


30. Has sepcular - Used for really shiny objects






31. Has specular - Fall off differs from Blinn






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






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






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






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






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






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






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






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






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






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






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






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






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






45. The front - side - top views.






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






47. Scaling all directions at once.






48. The darkest color an object will ever be.






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






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