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






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






4. Imitates theatrical spot light - Can be focused






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






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






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






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






9. Has sepcular - Used for really shiny objects






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






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






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






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






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






15. The 3D view of your shot.






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






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

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






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






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






21. The starting box where you add details needed.






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






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






24. Polygons - NURBS - SubDs






25. The connection between a shader and texture.






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






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






28. The front - side - top views.






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






30. Scaling all directions at once.






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






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






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






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






35. Defines where material is transparent - AKA Scalar Maps






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






37. Has specular - Fall off differs from Blinn






38. A texture that was taken from a file.






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






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






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






42. Image or color that wraps around the model.






43. The darkest color an object will ever be.






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






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






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






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






48. 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.






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






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







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