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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. A texture that was taken from a file.






2. Scaling all directions at once.






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






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






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






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






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






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. The connection between a shader and texture.






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






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






12. Software written specifically for that studio.






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






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






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






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






17. Imitates theatrical spot light - Can be focused






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






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






20. Modified shape to specular






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






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






23. Has sepcular - Used for really shiny objects






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






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






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






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






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






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

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






31. Image or color that wraps around the model.






32. 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.






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






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






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






36. Polygons - NURBS - SubDs






37. Defines where material is transparent - AKA Scalar Maps






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






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






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






41. The darkest color an object will ever be.






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






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






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






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






46. The starting box where you add details needed.






47. Has specular - Fall off differs from Blinn






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






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






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







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