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






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






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






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






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






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






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






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






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






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






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






12. Has specular - Fall off differs from Blinn






13. Has sepcular - Used for really shiny objects






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






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






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






17. Software written specifically for that studio.






18. Image or color that wraps around the model.






19. A texture that was taken from a file.






20. Modified shape to specular






21. The front - side - top views.






22. The starting box where you add details needed.






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






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






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






26. The 3D view of your shot.






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






28. Defines where material is transparent - AKA Scalar Maps






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






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






31. The connection between a shader and texture.






32. Polygons - NURBS - SubDs






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






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






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






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






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






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






40. 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.






41. Scaling all directions at once.






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


43. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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