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






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






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






5. The connection between a shader and texture.






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






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






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






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






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






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






12. 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.






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






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






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






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






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






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






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






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






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






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






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






24. Modified shape to specular






25. The front - side - top views.






26. Image or color that wraps around the model.






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






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






29. The 3D view of your shot.






30. The darkest color an object will ever be.






31. Has sepcular - Used for really shiny objects






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






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






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






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






36. Defines where material is transparent - AKA Scalar Maps






37. Has specular - Fall off differs from Blinn






38. The starting box where you add details needed.






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






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






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






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






43. Scaling all directions at once.






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






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






46. Imitates theatrical spot light - Can be focused






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






48. Polygons - NURBS - SubDs






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






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