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






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






3. Defines where material is transparent - AKA Scalar Maps






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






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






6. The starting box where you add details needed.






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






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






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






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






11. Image or color that wraps around the model.






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






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






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






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






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






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


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






19. 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.






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






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






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






23. Polygons - NURBS - SubDs






24. Imitates theatrical spot light - Can be focused






25. Software written specifically for that studio.






26. The connection between a shader and texture.






27. Modified shape to specular






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






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






30. The 3D view of your shot.






31. Has specular - Fall off differs from Blinn






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






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






34. A texture that was taken from a file.






35. The darkest color an object will ever be.






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






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






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






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






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






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






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






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






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






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






46. Scaling all directions at once.






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






48. Has sepcular - Used for really shiny objects






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






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