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. The connection between a shader and texture.






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






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






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






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






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






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






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






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


10. Imitates theatrical spot light - Can be focused






11. Software written specifically for that studio.






12. Has specular - Fall off differs from Blinn






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






14. The 3D view of your shot.






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






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






17. Image or color that wraps around the model.






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






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






20. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






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






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






28. Polygons - NURBS - SubDs






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






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






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






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






33. Scaling all directions at once.






34. 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.






35. Has sepcular - Used for really shiny objects






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






37. The darkest color an object will ever be.






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






39. Modified shape to specular






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






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






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






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






44. A texture that was taken from a file.






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






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






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






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






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