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






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






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






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






5. Has sepcular - Used for really shiny objects






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






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






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






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


10. The front - side - top views.






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






12. Defines where material is transparent - AKA Scalar Maps






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






14. The connection between a shader and texture.






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






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






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






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






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






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






21. The darkest color an object will ever be.






22. Has specular - Fall off differs from Blinn






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






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






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






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






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






28. Imitates theatrical spot light - Can be focused






29. Scaling all directions at once.






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






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






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






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






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






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






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






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






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






39. The starting box where you add details needed.






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






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. The 3D view of your shot.






43. A texture that was taken from a file.






44. Software written specifically for that studio.






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






46. Modified shape to specular






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






48. Image or color that wraps around the model.






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






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