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






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






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

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






5. Software written specifically for that studio.






6. The 3D view of your shot.






7. The darkest color an object will ever be.






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






9. Image or color that wraps around the model.






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






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






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






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






14. Defines where material is transparent - AKA Scalar Maps






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






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






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






18. 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.






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






20. A texture that was taken from a file.






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






22. Scaling all directions at once.






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






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






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






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






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






28. Has sepcular - Used for really shiny objects






29. Polygons - NURBS - SubDs






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






31. The starting box where you add details needed.






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






33. The connection between a shader and texture.






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






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






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






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






38. Modified shape to specular






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






40. Has specular - Fall off differs from Blinn






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






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






43. The front - side - top views.






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






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






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






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






48. Imitates theatrical spot light - Can be focused






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






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