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






2. Has specular - Fall off differs from Blinn






3. Imitates theatrical spot light - Can be focused






4. The starting box where you add details needed.






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






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






7. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






14. The darkest color an object will ever be.






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






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






17. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






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






23. A texture that was taken from a file.






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






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






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






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






29. The connection between a shader and texture.






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






31. Software written specifically for that studio.






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






33. Image or color that wraps around the model.






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






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






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






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






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






39. Modified shape to specular






40. The front - side - top views.






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






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






43. 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.






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






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






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






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






48. The 3D view of your shot.






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


50. Polygons - NURBS - SubDs