Index[SYMBOL] [A] [B] [C] [D] [E] [F] [G] [H] [I] [J] [K] [L] [M] [N] [O] [P] [Q] [R] [S] [T] [U] [V] [W] [X] [Z] Paint Controls rollout for Ink 'n Paint 2ndPaint Deformation tool building muscle with 2nd digital sculpting with function of 2nd Push/Pull button 2nd 3rd Relax option 2nd 3rd paint rendering element Paint Select mode (Unwrap UVW modifier) 2ndPaint Selection Region cycling through 2nd function of 2nd making custom shortcut for 2nd using 2nd Paint Soft Selection 2nd Painter Options dialog 2nd PAL rendering panning 2nd Panorama Exporter 2nd 3rd Parameter Collector 2nd 3rd function of illustrated opening using 2ndparameter wiring controlling objects with wiring Particle Flow to manipulators Parameter Wiring dialog 2nd 3rdparameters adding for SuperSpray keyframes 2nd adjusting Light Tracer 2nd changing for standard light types changing light collecting for objects 2nd 3rd IES Sky light MAXScript PF Source objects 2nd 3rd 4th 5th setting PF Source 2nd 3rd 4th 5th parameters panel (Particle View interface) 2nd Parameters rollout parentheses, unclosed Particle Age map 2nd particle cache 2ndparticle emittersaligning particles to path [See tests;Particle Flow]defined [See tests;Particle Flow]defining shape of particles [See tests;Particle Flow]fading with age [See tests;Particle Flow]illustrated [See tests;Particle Flow]linking source icon to [See tests;Particle Flow]setting up biplane trail effect [See tests;Particle Flow] Particle Flow (PFlow) 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th 21st 22nd 23rd 24th 25th 26th 27th 28th 29th 30th 31st 32nd 33rd 34th 35th 36th 37th 38th 39th 40th 41st 42nd 43rd 44th 45th 46th 47th 48th 49th 50th 51st 52nd 53rd 54th 55th 56th 57th 58th 59th 60th 61st 62nd 63rd 64th 65th 66th 67th 68th 69th 70th 71st 72nd 73rd 74th 75th 76th 77th 78th 79th 80th 81st 82nd 83rd 84th 85th 86th 87th 88th 89th 90th 91st 92nd 93rd 94th 95th 96th 97th 98th 99th 100th 101st 102nd 103rd 104th 105th 106th 107th 108th 109th 110th 111th 112th 113th 114th 115th 116th 117th 118th 119th 120th 121st 122nd 123rd 124th 125th 126th 127th 128th 129th [See also Particle View interface] about 2nd 3rd [See also Particle View interface] adding lightning glow with Video Post 2nd 3rd [See also Particle View interface] branched lightning 2nd 3rd [See also Particle View interface] catching stray particles 2nd 3rd [See also Particle View interface] challenges for [See also Particle View interface] collision tests 2nd [See also Particle View interface] creating environmental effects with 2nd [See also Particle View interface] deleting particles 2nd 3rd 4th [See also Particle View interface] Display types for debugging [See also Particle View interface] duplicating particle setups 2nd [See also Particle View interface] emission types 2nd [See also Particle View interface] fire effects 2nd 3rd 4th 5th 6th 7th 8th 9th [See also Particle View interface] force and collision 2nd 3rd 4th [See also Particle View interface] generating particles for lava flow 2nd 3rd [See also Particle View interface] glow effects 2nd 3rd [See also Particle View interface] leaving trail effects 2nd 3rd 4th 5th 6th 7th [See also Particle View interface] lightning bolt effects 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th [See also Particle View interface] managing particle behavior [See also Particle View interface] operators and tests in [See also Particle View interface] particle cache 2nd [See also Particle View interface] Particle View interface 2nd [See also Particle View interface] returning to frame 0 when changing flow [See also Particle View interface] rising gas bubbles 2nd 3rd 4th 5th [See also Particle View interface] scripting events 2nd 3rd 4th 5th 6th 7th [See also Particle View interface] selecting particles 2nd [See also Particle View interface] setting PF Source parameters 2nd 3rd 4th 5th [See also Particle View interface] smear effects 2nd 3rd 4th 5th 6th [See also Particle View interface] smoke effects 2nd 3rd 4th 5th 6th 7th 8th 9th [See also Particle View interface] spawning animated geometry 2nd 3rd 4th 5th 6th 7th 8th 9th [See also Particle View interface] spawning cloud of particles from lightning 2nd 3rd 4th 5th [See also Particle View interface] splash effects 2nd 3rd 4th 5th 6th [See also Particle View interface] triggering lighting with scripts 2nd 3rd 4th 5th [See also Particle View interface] turning on/off [See also Particle View interface] wiring events together 2nd 3rd [See also Particle View interface] wiring parameter to manipulator [See also Particle View interface] working with BlobMesh compound objects 2nd 3rd 4th 5th [See also Particle View interface]particle flow actions [See actions in Particle Flow] particle scripting 2nd 3rd 4th 5th 6th 7thparticle setups branching and lightning bolt effects completed lightning bolt duplicating 2nd fire effects Flames shower of sparks smoke-trail subsequent effects of lightning strike supporting particle scriptparticle systemsdefined [See Blizzard particle system, Super Spray particle system]elements of [See Blizzard particle system, Super Spray particle system]event-driven [See Blizzard particle system, Super Spray particle system]forces within [See Blizzard particle system, Super Spray particle system]non-event-driven [See Blizzard particle system, Super Spray particle system]Particle Flow vs [See Blizzard particle system, Super Spray particle system] Particle View button Particle View interface 2nd [See also tests;Particle Flow] about 2nd [See also tests;Particle Flow] actions in 2nd 3rd 4th 5th 6th [See also tests;Particle Flow] depot and description panel [See also tests;Particle Flow] Display menu [See also tests;Particle Flow] Edit menu 2nd [See also tests;Particle Flow] editing actions 2nd 3rd [See also tests;Particle Flow] Empty Flow and Standard Flow [See also tests;Particle Flow] event display panel 2nd 3rd [See also tests;Particle Flow] illustrated 2nd [See also tests;Particle Flow] menu bar [See also tests;Particle Flow] operators [See also tests;Particle Flow] Options menu 2nd [See also tests;Particle Flow] parameters panel 2nd [See also tests;Particle Flow] Select menu 2nd [See also tests;Particle Flow] tests 2nd [See also tests;Particle Flow]particlesabout [See tests;Particle Flow, particle systems, Particle View interface]adding to pre-launch rocket model [See tests;Particle Flow, particle systems, Particle View interface]adjusting SuperSpray object [See tests;Particle Flow, particle systems, Particle View interface]aligning with target object's surface [See tests;Particle Flow, particle systems, Particle View interface]animation and age of [See tests;Particle Flow, particle systems, Particle View interface]applying animated materials [See tests;Particle Flow, particle systems, Particle View interface]catching stray [See tests;Particle Flow, particle systems, Particle View interface]contradictory actions added to [See tests;Particle Flow, particle systems, Particle View interface]controlling speed with operator [See tests;Particle Flow, particle systems, Particle View interface]defining shape of emitted [See tests;Particle Flow, particle systems, Particle View interface]deflectors [See tests;Particle Flow, particle systems, Particle View interface]dispersing in wind [See tests;Particle Flow, particle systems, Particle View interface]duplicating particle setups [See tests;Particle Flow, particle systems, Particle View interface]forces affecting [See tests;Particle Flow, particle systems, Particle View interface]generating for lava flow [See tests;Particle Flow, particle systems, Particle View interface]generating new seeds [See tests;Particle Flow, particle systems, Particle View interface]illustrated [See tests;Particle Flow, particle systems, Particle View interface]keeping active as particle cache [See tests;Particle Flow, particle systems, Particle View interface]managing behavior of [See tests;Particle Flow, particle systems, Particle View interface]manually selecting for deletion [See tests;Particle Flow, particle systems, Particle View interface]representing as instanced geometry particle [See tests;Particle Flow, particle systems, Particle View interface]selecting [See tests;Particle Flow, particle systems, Particle View interface]sending all next event [See tests;Particle Flow, particle systems, Particle View interface]shrink events for [See tests;Particle Flow, particle systems, Particle View interface]simulating turbulence of [See tests;Particle Flow, particle systems, Particle View interface]turbulence with Wind space warp [See tests;Particle Flow, particle systems, Particle View interface] Paste Pose/Opposite tools Path constraints 2nd 3rd 4th 5th 6th 7th animating rocket on path 2nd 3rd creating alternate paths for object 2nd function of 2nd maintaining object/path relationships placing nodes in path path weighting 2ndpaths aligning particles to 2nd animating rocket on 2nd 3rd Biped walking 2nd 3rd creating alternate object 2nd creating loft objects from shapes and placing nodes in scripting flight 2nd 3rd 4th 5th 6th penumbraperformance assigning vertex colors and compression and CPU resources with BlobMesh objects deforming mesh collection 2nd 3rd improving sub-D box modeling 2nd mental ray rendering speeds motion blur and Object Display Culling for redraw 2nd paging out to virtual memory Particle Flow and screen refresh proxy collision objects for better reducing recalculation of lava flow rendering presets for improved 2nd 3rd 4th renderings with SSE enabled tips for increasing speed 2nd toggling dialogs and editors 2nd 3rd turn off render for troubleshooting Perspective viewport PF Source emitter objects PF Source global events 2ndPF Source icon changes to object properties of creating circular 2nd deleting global Render operator 2nd emanating flames from 2nd 3rd 4th flipping on Z axis 2nd 3rd linking to emitters setting object properties forPF Source objects creating 2nd 3rd 4th 5th 6th 7th 8th creating circular icon for volcano 2nd setting parameters for 2nd 3rd 4th 5thPFlow [See tests;Particle Flow]photometric lights function of 2nd light types 2nd properties of 100-watt bulb 2nd rendering improvements for 2ndphotons Exclude lighting options ignored in mental ray 2ndphysical balance achieving initial stability andphysicsabout particles [See tests;Particle Flow, particles, reactor]applying laws of fluid dynamics [See tests;Particle Flow, particles, reactor]duplicating with reactor [See tests;Particle Flow, particles, reactor]energy loss and stability [See tests;Particle Flow, particles, reactor]fracture simulation [See tests;Particle Flow, particles, reactor]Havok physics simulation engine [See tests;Particle Flow, particles, reactor]illustrating inertia with Drag space warp [See tests;Particle Flow, particles, reactor]magnifying fragment instability [See tests;Particle Flow, particles, reactor]mass and gravity simulation [See tests;Particle Flow, particles, reactor]setting properties for rigid bodies [See tests;Particle Flow, particles, reactor]simulating particle turbulence [See tests;Particle Flow, particles, reactor]testing for initial instability [See tests;Particle Flow, particles, reactor] Physique modifier 2ndpig model tutorial adding head 2nd 3rd 4th 5th 6th adding helix for tail 2nd 3rd 4th 5th building 2nd 3rd 4th 5th collapsing into Editable Poly 2nd creating 2nd extruding eyes and nostrils 2nd extruding neck for feet for 2nd previewing 2nd 3rd reshaping neck and snout 2nd shaping ears 2ndpivot points animating in Free Form mode 2nd determining for objects 2nd pixel-based motion blur planar maps 2nd 3rd 4th 5th planar projections 2nd 3rd 4th 5thplane creating for scene's ground modeling ground 2nd 3rd 4th 5th slice 2nd 3rd 4th 5th 6th 7th 8th planning model geometry 2nd 3rd 4th 5th 6th 7th 8thplantscreating [See trees]grass [See trees]reusing [See trees]trees [See trees] Plate Match/MAX 2.5 filter Polygon selectionpolygonsbridging between two [See Edit Poly modifier, Editable Poly]collapsing Box primitive to editable [See Edit Poly modifier, Editable Poly]deforming [See Edit Poly modifier, Editable Poly]extruding along splines [See Edit Poly modifier, Editable Poly]extruding at top of tube [See Edit Poly modifier, Editable Poly]flattening [See Edit Poly modifier, Editable Poly]smoothing borders [See Edit Poly modifier, Editable Poly]Position constraints controlling objects on path with 2nd 3rd 4th function of 2ndpostrendering effects [See compositing] posts for spiral staircase 2nd practicing with Walkthrough mode 2nd 3rd 4th Pre-Multiplied Alpha option (Render Scene dialog) precision in modeling 2nd Preserve Map Channels 2nd 3rd 4th Preserve UVs checkbox (Preserve Map Channels dialog) 2nd 3rdpreviewing models with MeshSmooth applied 2nd 3rd snap of objectprimitivesabout 3ds max [See Box primitives, Tube primitives]applying Multi/Sub-object material to Box [See Box primitives, Tube primitives]Box [See Box primitives, Tube primitives]Capsule [See Box primitives, Tube primitives]creating crystals from Pyramid [See Box primitives, Tube primitives]creating pig's eye from Sphere [See Box primitives, Tube primitives]designing fiery pit from Tube [See Box primitives, Tube primitives]developing [See Box primitives, Tube primitives]making tree trunk from Box [See Box primitives, Tube primitives]Sphere [See Box primitives, Tube primitives] Print Size Wizard printing and exporting rendered images 2nd 3rd 4th Panorama Exporter 2nd 3rd Print Size Wizard Shockwave 3D Exporter 2nd procedural maps 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th [See also Falloff maps] about [See also Falloff maps] bitmaps vs [See also Falloff maps] defined [See also Falloff maps] Falloff maps 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th [See also Falloff maps] mapping coordinates for procedural objects 2nd [See also Falloff maps] Noise maps 2nd 3rd 4th [See also Falloff maps] procedural objects 2nd 3rd 4th 5th 6th 7th 8thProduction rendering ActiveShade as preliminary to ActiveShade limited for assigning renderer for setting in Render Scene dialog setting mental ray as profiles 2nd 3rd 4thProject From Plane object Cage surrounding changing bump amounts on 2nd Normal mapping with 2nd rendering texture for Projection modifier 2nd 3rd 4th 5th 6th 7th about projecting Normal map 2nd 3rd 4th 5th 6th projecting texture coordinates to object 2nd Projection Options dialogproof-of-concept code developing quickDraft 2nd linking to quickDraft interface 2nd 3rd 4th 5th 6th Properties rollout Pseudo Color Exposure pseudocode for scripting Push/Pull button (Paint Deformation tool) 2nd 3rdPyramid primitives converting to editable poly 2nd creating crystals from 2nd 3rd 4th |