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 rectangular neon light source - Light comes out of source area






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






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






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






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






6. The connection between a shader and texture.






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






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






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






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






11. Scaling all directions at once.






12. Software written specifically for that studio.






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






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






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






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






17. The darkest color an object will ever be.






18. Image or color that wraps around the model.






19. A texture that was taken from a file.






20. Imitates theatrical spot light - Can be focused






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






22. 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.






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


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






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






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






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






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






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






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






31. Has specular - Fall off differs from Blinn






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






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






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






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






36. Has sepcular - Used for really shiny objects






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






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






39. The 3D view of your shot.






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






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






42. Modified shape to specular






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. The front - side - top views.






45. Defines where material is transparent - AKA Scalar Maps






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






47. Polygons - NURBS - SubDs






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






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






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