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






2. Imitates theatrical spot light - Can be focused






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






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






5. The 3D view of your shot.






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






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






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






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






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






11. Image or color that wraps around the model.






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






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






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






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






16. Defines where material is transparent - AKA Scalar Maps






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






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






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






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






21. The connection between a shader and texture.






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






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






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






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

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






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






28. Has specular - Fall off differs from Blinn






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






30. 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.






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






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






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






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






35. Has sepcular - Used for really shiny objects






36. Scaling all directions at once.






37. Polygons - NURBS - SubDs






38. Modified shape to specular






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






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






41. The darkest color an object will ever be.






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






43. The front - side - top views.






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






45. The starting box where you add details needed.






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






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






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






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






50. A texture that was taken from a file.







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