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






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






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






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






6. Has sepcular - Used for really shiny objects






7. Imitates theatrical spot light - Can be focused






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






9. Software written specifically for that studio.






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






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






12. A texture that was taken from a file.






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






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






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






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






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






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






19. The starting box where you add details needed.






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






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


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






23. The 3D view of your shot.






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






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






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






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






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






29. The darkest color an object will ever be.






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






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






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






33. Image or color that wraps around the model.






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






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






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






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






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






39. Scaling all directions at once.






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






41. 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.






42. Defines where material is transparent - AKA Scalar Maps






43. The connection between a shader and texture.






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






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






46. Has specular - Fall off differs from Blinn






47. Modified shape to specular






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






49. Polygons - NURBS - SubDs






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