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. A light that is being emitted in all directions.






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






3. Has sepcular - Used for really shiny objects






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






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






6. The connection between a shader and texture.






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






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






9. The starting box where you add details needed.






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






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






13. Software written specifically for that studio.






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






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






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






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






19. Defines where material is transparent - AKA Scalar Maps






20. Imitates theatrical spot light - Can be focused






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






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






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






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






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






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






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






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






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






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






31. A texture that was taken from a file.






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






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






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






35. The darkest color an object will ever be.






36. The front - side - top views.






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






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






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






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






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






42. Modified shape to specular






43. Scaling all directions at once.






44. The 3D view of your shot.






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






46. Image or color that wraps around the model.






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






48. Polygons - NURBS - SubDs






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






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