Descriere
Examenul Autodesk 3ds Max Certified User îți permite evaluarea nivelului de cunoștințe de utilizare a programelor Autodesk și este pasul spre recunoașterea ta ca utilizator avansat.
Beneficii cheie:
- Obții o acreditare recunoscută care dovedește nivelul tău de calificare;
- Poți folosi logoul Autodesk Certified User;
- Utilizezi certificatul Autodesk Certified;
- Numele tău este afișat în baza de date Autodesk Certified User.
Certificarea Autodesk se adresează persoanelor care au experiență în utilizarea programelor Autodesk și care au urmat un curs de instruire oficial Autodesk (recomandat, nu obligatoriu).
Etape recomandate pentru obținerea unei certificări Autodesk:
- Învățare – Obții cunoștințele necesare utilizării programului la un nivel profesional, prin studiu individual sau prin urmarea unui curs.
- Exersare – Capeți experiență și încredere prin utilizarea programului.
- Certificare – Demonstrează-ți cunoștințele prin promovarea examenului și obținerea certificării Autodesk.
Detalii examen
Loc: Examenul se desfășoară la sediul CADWARE Engineering, pe calculatoare puse la dispoziție de centrul nostru.
Data: Putem programa examenul, de comun acord, la o dată și oră convenabilă.
Durata: Examenul Certified User durează maxim 50 de minute și conține 30 de întrebări tip grilă și aplicații practice care trebuie rezolvate cu ajutorul programului.
Limba: Examenele se susțin în limba engleză.
Versiune: Versiunile de program pentru care este valabil acest examen sunt Autodesk Revit 2025, 2026 și 2027.
Cunoștințe necesare pentru susținerea examenului:
Scene Management
- Set up a project
- Use the Project Window
- Define a project and set paths and folders.
- Create a new project
- Create an empty or default project.
- Create a project from the current scene.
- Set the active project
- Use the Project Window
- Set up the scene preferences
- Change the grid spacing
- Set the scene units
- Set the display units
- Set the scene frame rate
- Manage scene objects
- Organize objects
- Use the Scene Explorer, selection sets, and the Display panel.
- Select, group, and parent objects.
- Use the Layer Explorer to show or hide layers, freeze or thaw layers, and add or delete objects from layers.
- Navigate and rearrange hierarchies in the Scene Explorer
- Organize objects
- Modify the properties of one or more objects
- Change the properties of multiple objects
- Differentiate between Instance, Copy, and Reference.
- Modify object parameters
- Use the Command panel and Create panel.
- Modify properties such as size and segment count.
- Change the properties of multiple objects
- Manipulate object transformations and pivot points
- Use the Transform tools for precise transformations
- Specify a Reference Coordinate System.
- Transform multiple objects using the Align tool
- Create multiple objects using the Array tool
- Duplicate objects using the Mirror tool
- Use the Transform tools for precise transformations
- Change the viewport display
- Change viewport shading
- Change viewport lighting
- Determine the polygon count
Modeling
- Create a polygon primitive
- Create primitives
- Manipulate parametric properties
- Apply modifiers
- Edit polygon surfaces
- Convert an object to Editable Poly
- Identify polygon sub-objects
- Add polygon sub-objects
- Use Insert Loop, Offset Edge, Chamfer, Cap, and Attach/Detach.
- Manipulate polygon sub-objects to modify geometry
- Move, rotate, and scale sub-objects.
- Switch between different object and sub-object modes.
- Extrude, bevel, bridge, and add divisions.
- Use See-Through mode.
- Check polygon normals and flip them when necessary.
- Use Cut, Target Weld, and Connect.
- Modify smoothing groups
- Assign polygons to smoothing groups.
- Use the modeling and selection tools
- Use the Symmetry modifier
- Illustrate uses of Soft Selection
- May include changing Soft Selection parameters.
- Perform object operations
- May include Attach/Detach, MSmooth, and Boolean.
UVW Coordinates
- Configure basic UVW projections using the UVW Map modifier
- Apply different mapping types
- May include Box, Planar, Cylindrical, and Spherical.
- Change the properties of UVW projections
- Apply different mapping types
- Use the Unwrap UVW modifier
- Describe UVW sub-objects
- May include identifying a UV Element and using the Select by Element option.
- Transform a UVW Element
- May include Cut, Stitch, Unfold, Relax, Layout, and Weld.
- Use UVW manipulation aids
- May include assigning CheckerPattern and displaying distortion.
- Describe UVW sub-objects
Materials and Shading
- Work with a material
- Use the appropriate material for the selected rendering engine
- Differentiate material types.
- Differentiate shader types across different renderers.
- Create a material
- Assign a material to an object
- May include assigning materials to selected polygons using Material ID.
- Use the appropriate material for the selected rendering engine
- Modify material properties
- Use the material editors
- Modify material nodes in the view.
- Differentiate between the Compact Material Editor and Slate Material Editor.
- Apply maps to materials
- May include classifying map types, such as 2D and 3D procedural maps and bitmaps, using color and normal maps, and identifying map types when working with procedural or 3D maps.
- Change shader-specific properties for a material
- Use the material editors
Rigging
- Use the Bone tools
- Create bones
- Edit bones
- Modify bone parameters.
- Implement Forward Kinematics (FK)
- Check the bone hierarchy in the Scene Explorer.
- Implement Inverse Kinematics (IK) on bones
- Use IK Solvers.
- Use the Skin modifier
- Edit envelopes
- Apply constraints
- Identify constraints
- May include Link, Position, Path, and Orientation.
- Apply a constraint
- May include the selection order for creation, weights, and other settings.
- View the hierarchy in Schematic View
- Identify object connections.
- Identify constraints
- Use Character Studio
- Apply a Biped
- Apply Physique
Cameras
- Work with cameras
- Differentiate camera types
- May include Free Camera, Target Camera, and Physical Camera.
- Identify when to use each camera type and understand the difference between perspective and orthographic cameras.
- Create a camera
- May include activating a camera view.
- Use the Camera Viewport controls to adjust the camera view
- May include Dolly, Truck, Roll, and Orbit/Pan.
- Use the Walkthrough Assistant
- Differentiate camera types
- Modify camera property names or values
- Define the functions of the near and far clipping planes
- Adjust the lens, focal length, or field of view
- Show Safe Frames
- Demonstrate the use of Title Safe, Action Safe, and User Safe areas
Animation
- Use the Time Slider and configure Time Configuration settings
- Set keyframes using Auto Key and Set Key
- Set, move, manipulate, and remove a keyframe.
- Locate the value of a keyframe in the Time Slider.
- Change the Time Slider range
- Locate the value of an animated parameter
- Create a Preview Animation
- Adjust Time Configuration settings
- May include Frame Rate, Playback, Time Display, and Re-scale Time.
- Set keyframes using Auto Key and Set Key
- Demonstrate how to animate an object along a path
- Create a spline or curve and animate an object along the path
- Control the object axis and banking along the path
- Manipulate an object along the path
- Change the spline or curve.
- Modify the percentage along the path.
- Edit animation using Track View
- Use the Curve Editor or Dope Sheet
- Differentiate tangent types
- May include Auto Tangents, Spline, Fast, Slow, Linear, Flat, Step, and Smooth.
- Break and unify tangents
- Lock and display tangents
- Switch between spline and stepped tangents
- Manipulate multiple keyframes using the Dope Sheet
Lighting
- Work with lights
- Create a light
- Standard light types may include Target Spot, Free Spot, Target Direct, Free Direct, Omni, and Skylight.
- Change common light parameters
- Use Light Lister to change common light parameters.
- May include color, multiplier, and other settings.
- Prevent an object from receiving light
- Use the Light Include/Exclude tool.
- Create a light
- Work with shadow types
- Differentiate shadow types
- May include Shadow Map, Ray-Traced, Area, and Advanced Ray-Traced.
- Adjust shadow type-specific parameters
- May include color and density.
- Differentiate shadow types
Rendering
- Differentiate the built-in renderers
- May include QuickSilver Hardware Renderer, ART Renderer, Scanline Renderer, VUE File Renderer, and Arnold.
- Configure Scanline render parameters
- Change common parameters
- May include View to Render, Output Size settings, Frame Range, and Render Region.
- Change renderer-specific parameters
- Adjust basic settings such as Sampling and Ray Depth.
- Render a still image or animation sequence
- Change common parameters






