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. A light that is being emitted in all directions.






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






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






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






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






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






7. Modified shape to specular






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






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






10. Imitates theatrical spot light - Can be focused






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






12. The front - side - top views.






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






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






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






16. The starting box where you add details needed.






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






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






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

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






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






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






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






24. Scaling all directions at once.






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






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






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






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






29. Has sepcular - Used for really shiny objects






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






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. Software written specifically for that studio.






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






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






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






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






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






39. A texture that was taken from a file.






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






41. The darkest color an object will ever be.






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






43. The connection between a shader and texture.






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






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






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






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






48. Has specular - Fall off differs from Blinn






49. Polygons - NURBS - SubDs






50. Defines where material is transparent - AKA Scalar Maps