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 3D view of your shot.






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






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






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






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






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






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






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






9. Software written specifically for that studio.






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






11. The darkest color an object will ever be.






12. The connection between a shader and texture.






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






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


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






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






17. Modified shape to specular






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






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






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






21. Scaling all directions at once.






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






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






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






25. A texture that was taken from a file.






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






27. Polygons - NURBS - SubDs






28. Defines where material is transparent - AKA Scalar Maps






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






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






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






32. 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.






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






34. Imitates theatrical spot light - Can be focused






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






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






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






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






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






41. The front - side - top views.






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






43. Image or color that wraps around the model.






44. Has specular - Fall off differs from Blinn






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






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






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






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






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






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