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






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






4. The connection between a shader and texture.






5. 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.






6. The 3D view of your shot.






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






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

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






10. The starting box where you add details needed.






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






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






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






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






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






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






17. A texture that was taken from a file.






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






19. The front - side - top views.






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






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






22. Scaling all directions at once.






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






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






25. Has sepcular - Used for really shiny objects






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






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






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






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






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






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






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






33. Has specular - Fall off differs from Blinn






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






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






36. Defines where material is transparent - AKA Scalar Maps






37. Imitates theatrical spot light - Can be focused






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






39. Modified shape to specular






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






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






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






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






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






45. Polygons - NURBS - SubDs






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






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






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






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






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