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. Apply more than one material on object depending on transparency






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






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






5. Defines where material is transparent - AKA Scalar Maps






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






7. Image or color that wraps around the model.






8. Has sepcular - Used for really shiny objects






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






10. The front - side - top views.






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






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






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






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






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






16. Software written specifically for that studio.






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






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






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






20. A texture that was taken from a file.






21. 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.






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






23. Has specular - Fall off differs from Blinn






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






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






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






27. Imitates theatrical spot light - Can be focused






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






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






30. The 3D view of your shot.






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






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






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






34. The darkest color an object will ever be.






35. Polygons - NURBS - SubDs






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






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


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






39. Modified shape to specular






40. The starting box where you add details needed.






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






42. The connection between a shader and texture.






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






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






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






46. Scaling all directions at once.






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






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






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






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