TA Interview questions

A sub-thread (the discourse plugin hates threads)

Bob White 4 hours ago

Houdin—Max?

1

Chris Cunningham 4 hours ago

the complexity of the pipeline can vary greatly between studios though (edited)

Chris Cunningham 4 hours ago

like all we got is some tools for validating content in maya, and adding some extra data that unity picks up and works with on the other end (edited)

Frieder Erdmann 4 hours ago

yeah, i’m usually more interested in the process/thoughts

Frieder Erdmann 4 hours ago

basically: do you think about validating data, if so on which side of the pipeline

Frieder Erdmann 4 hours ago

do you standardize export processes

Frieder Erdmann 4 hours ago

do you offer similar tools in multiple dccs or do you have one bespoke dcc?

Frieder Erdmann 4 hours ago

do you generate lods or ask artists to make them manually?

Chris Cunningham 4 hours ago

yeah so pretty simple, stuff just seeing if its part of the thought process

Frieder Erdmann 4 hours ago

yeah

Frieder Erdmann 4 hours ago

depending on engine/usecase they might talk about look dev in engine v dcc

Bob White 4 hours ago

Yeah, and honestly adapting pipeline hostile tools, and inserting them into a pipeline is always a fun topic to explore as well

Chris Cunningham 4 hours ago

@bob.w should we move this to #blender then /s (edited)

11

Frieder Erdmann 4 hours ago

also, do you track stuff in jira/shotgun, do you/what do you version?

Bob White 4 hours ago

@bob.w should we move this to #blender then /s (edited)

Or photoshop…

Frieder Erdmann 4 hours ago

or max

Chris Cunningham 4 hours ago

agree with photoshop

Chris Cunningham 4 hours ago

have too little experience with max

Chris Cunningham 4 hours ago

Maya i found just fine when it comes to pipeline

Frieder Erdmann 4 hours ago

Maya is pretty much the gold standard, but that might be Stockholm syndrom

Chris Cunningham 4 hours ago

not dug into houdini enough yet

Bob White 4 hours ago

Maya is pretty much the gold standard, but that might be Stockholm syndrom

I think the answer is both.

Chris Cunningham 4 hours ago

yes

Bob White 4 hours ago

Maya really did make some smart decisions, or at least was stuck with some very adaptable constraints.
Their plugin system turned out to be highly adaptable, and the fact that they dogfooded MEL for building most of the application got them an incredibly flexible scripting layer (edited)

1

Chris Cunningham 4 hours ago

the best scripting api’s are always ones like that, where they use it internally to do features as well

Bob White 4 hours ago

I don’t know how intentional it was, but it also seemed to respect the 80/20 rule really well.
In that the last 20% was always going to be the hardest part, so why force it? Instead they’d build a very workable core, and leave it up to teams/studios to layer on that last layer where they could optimize for whatever local maxima they needed

Bob White 4 hours ago

I mean, that kind of attitude is what made most of us angry enough to be like “fuck you I can do this part better, and I will” so I’m thankful for spurring me towards my current career, but while annoying in the moment, from a broader “working with other tools” perspective it works out really well because you aren’t forced to do everything the "Maya Way "

Chris Cunningham 4 hours ago

that is how i learned program

Chris Cunningham 4 hours ago

was doing env art, think i had like maya 2009 or something

Chris Cunningham 4 hours ago

and had a fuck you i can make a better tool for this moment

Chris Cunningham 4 hours ago

pff now i know C++ and Python

Chris Cunningham 4 hours ago

though back then was C++ and mel i needed to figure out for that tool

Chris Cunningham 4 hours ago

also helps with Maya’s C++ api and scripting interface i have never hit a brick wall where i find what i want is impossible

Chris Cunningham 4 hours ago

hit cases where it becomes very hard and i question if the time investment is worth it but never impossible (edited)

Chris Cunningham 4 hours ago

trying to work with blenders python api you bump into things you simple can not do with it all the time

Bob White 3 hours ago

Is that just because they feel like it shouldn’t be at the python layer? Or that nobody wanted to support it like exposing geometry nodes for instance

Chris Cunningham 3 hours ago

modifers as well

Chris Cunningham 3 hours ago

so 2 of the major concepts not exposed

Chris Cunningham 3 hours ago

it feels more like its for automating things then making new tools

Frieder Erdmann Today at 12:01 PM

explain how you’d design a lod system (when to switch lods, based on what factors, how many lods, how to generate them, what problems might you encounter with lod steps, logic changes in lods?)

6 replies

Bob White 4 hours ago

And how do you manage all the generated data

11

Chris Cunningham 4 hours ago

thats when i tell the story about the artist trying to defeat our lod system with a massive underground triangle (edited)

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Bob White 4 hours ago

I love and hate clever artists

Chris Cunningham 4 hours ago

was based on screen percentage, so what they did was pretty effective

Laura Koekoek 3 hours ago

it could also be a bit hit or miss on these answers depending on whether someone has worked on a specific subject

Chris Cunningham 3 hours ago

well would assume questions would cover multiple subjects

Frieder Erdmann Today at 10:51 AM

what is dot product

20 replies

Jeff Hanna 5 hours ago

This is a Dot product.
Amazon.com

Jeff Hanna 5 hours ago

A dot product is the result of multiplying two vectorshttps://www.mathsisfun.com/algebra/vectors-dot-product.html

mathsisfun.commathsisfun.com

Dot Product

Math explained in easy language, plus puzzles, games, quizzes, worksheets and a forum. For K-12 kids, teachers and parents.

Frieder Erdmann 4 hours ago

yeah it seems to be the nr1 interview question

Chris Cunningham 4 hours ago

feel like asking what it is, but also giving a few cases where its useful for their work (edited)

Chris Cunningham 4 hours ago

see if they explain how they solved a problem with it, or explain how its used in lambert shading or something similar (edited)

Bob White 4 hours ago

Could even change it up asking for the cross or inner product (though honestly I only know that the inner product is a thing, and isn’t the dot or cross product, so I’d fail that question)

Chris Cunningham 4 hours ago

do not think i ever used the inner product unless i know it by a other name

Chris Cunningham 4 hours ago

use dot and cross all over the place though

Bob White 4 hours ago

Yeah. Honestly I only know that some of these things exist thanks to https://bivector.net/ related talks/code/papers

bivector.net

BiVector.net: Geometric Algebra Resources

Explore modern Geometric Algebra with Bivector’s interactive diagrams, tools, libraries and video lectures.

Bob White 4 hours ago

So much linear algebra bounced right off of my brain because I was trying to learn it and differential calculous at the same time, and I couldn’t only keep one going

Frieder Erdmann 4 hours ago

i think i’d expect anyone who is hired for shaders, procedural content or for tech animation (rigging or procedural animation) should be able to answer it and then have a bit of a discussion where/how its useful

Bob White 4 hours ago

Yeah, like I can think of times I’ve used dot products to help with a bunch of shader or half-angle tests, even if I can’t remember how to do the math myself anymore

Chris Cunningham 4 hours ago

tons of shader work, worked in engines where i had to do lighting models myself

Frieder Erdmann 4 hours ago

even if its just “yeah you can do fresnel with it” or “i can make the thing look at the other thing”

Chris Cunningham 4 hours ago

but have also used it for camera logic as well

Bob White 4 hours ago

Yeah, is thing looking towards thing? are my vectors close to parallel

Bob White 4 hours ago

Hell I used it to generate concavity maps once upon a time

Chris Cunningham 4 hours ago

i would hope anyone that does shaders knows NdotL and N dot viewVector

Chris Cunningham 4 hours ago

though other fun stuff, like dot up or the wind direction with normal for snow on top of things

Steve Theodore 2 hours ago

I always asked the dot question, less than a quarter of people knew the non-geometric meaning