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. Defines where material is transparent - AKA Scalar Maps






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






3. Image or color that wraps around the model.






4. Scaling all directions at once.






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






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






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






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






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






10. Has specular - Fall off differs from Blinn






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






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






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






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






15. Software written specifically for that studio.






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






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






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






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






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


21. Imitates theatrical spot light - Can be focused






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






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






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






25. The 3D view of your shot.






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






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






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






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






30. Polygons - NURBS - SubDs






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






32. A texture that was taken from a file.






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






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






36. 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.






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






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






39. The starting box where you add details needed.






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






41. Modified shape to specular






42. The darkest color an object will ever be.






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






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






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






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






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






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






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






50. The connection between a shader and texture.