Autodesk Maya
Q1. To set object scale values to 1,1,1 without changing the object’s size, which command do you use?
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Q2. Which type of geometry works best for and nCloth shape?
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Q3. How does the Graph Editor represent the rate of change of a channel value? For example, how is the speed of motion of an animated object indicated?
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Q4. A key advantage of physically based rendering is the ability to make extensive adjustment in post-production without compromising image quality. Which output file format preserves the full brightness and contrast range of a physically based rendering?
Q5. Pose-to-pose is common character animation technique. In this process of blocking out poses and timing, the animator may wish to disable all interpolated motion. How can you disable all inbetweening in the viewport wihout changing the animation curve?
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Q6. Which texture type does not require UVs to render in software?
Q7. Before rendering any dynamic simulation, what must you do in order to get a predictable and consistent result?
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Q8. The marking menu provides shortcuts to context-sensitive commands and tools. How is markin menu accessed for the selected object?
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Q9. Camera field of view is indicated by a pyramid shape. What is this shape called?
[Warning] Just be careful. Because in this question, they have been asking about “pyramid shape” but also they show the “gate mask”.
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Q10. Which of these images shows a Bezier curve?
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Q11. Which type of light is best for a flood studio lighting setup?
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Q12. Why might you choose Quaternion rotation interpolation over the default Euler interpolation?
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Q13. In a physically based renderer such as Arnold, what material attribute controls reflectivity according the angle of the surface to the camera? For example, if you want to make the front-facing surface more reflective relative to the side-facing surface, what should you increase?
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Q15. A physically based rendering of an interior scene appears overly dark in the shadows. Which rendering attribute can increase the amount of bounce light to brighten the shadows?
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Q16. An animation rig requires that an object always rotates with another object. The two objects maintain an offset, so that the rotation values are connected, but not equal. The translate and scale channels of the two objects have no relationship. What is the simplest method to build this rig?
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Q17. Which constraint would you use to make an object inherit translation only from another object?
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Q18. You are rendering a scene in software. An object has a Maya native 3D texture applied. How can you adjust the size of the texture relative to the object?
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Q20. Polygons can be double-sided or single-sided. For a single-sided polygon, only one side is renderable, and the flip side is invisible in a rendering. What property of polygon determines which side is renderable?
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Q22. What is the standard method to preserve links to dependent files such as bitmap textures?
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Q23. For most light types, the source of illumination is the light’s position. For which type of light is position ignored, and only the rotation of the light determines the illuminations?
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Q24. What is the fundamental property of all polygon mesh vertices
Q25. What is the simulation of how light propagates in an environment known as?
Q26. All new primitives are assigned to what type of material?
Q27. In which situation should the construction history be completely deleted?
Q28. You have set up a particular node--such as a camera, light, or shape--with specific settings that you want to use in the future. What feature allows you to store and retrieve all parameters for a particular node type?
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Q30. What do the Maya modelling features assume that a scene unit is?
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