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






2. Scaling all directions at once.






3. The starting box where you add details needed.






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






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






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






7. Has specular - Fall off differs from Blinn






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






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






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






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






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






13. Image or color that wraps around the model.






14. Defines where material is transparent - AKA Scalar Maps






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






16. The front - side - top views.






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






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






19. Imitates theatrical spot light - Can be focused






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






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






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






24. Polygons - NURBS - SubDs






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






26. The connection between a shader and texture.






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






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






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






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






31. Software written specifically for that studio.






32. Modified shape to specular






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






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






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






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






37. A texture that was taken from a file.






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






39. 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.






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






41. The 3D view of your shot.






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


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






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






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






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






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






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






49. The darkest color an object will ever be.






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