INSIDE 3DS MAX® 7 [Electronic resources] نسخه متنی

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INSIDE 3DS MAX® 7 [Electronic resources] - نسخه متنی

Adobe Creative Team

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  • 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 2nd

    Paint 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) 2nd

    Paint 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 2nd

    parameter wiring

    controlling objects with

    wiring Particle Flow to manipulators

    Parameter Wiring dialog 2nd 3rd

    parameters

    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 2nd

    particle emitters

    aligning 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 7th

    particle 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 script

    particle systems

    defined
    [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]

    particles

    about
    [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 2nd

    paths

    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

    penumbra

    performance

    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 2nd

    PF 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 for

    PF Source objects

    creating 2nd 3rd 4th 5th 6th 7th 8th

    creating circular icon for volcano 2nd

    setting parameters for 2nd 3rd 4th 5th

    PFlow
    [See tests;Particle Flow]

    photometric lights

    function of 2nd

    light types 2nd

    properties of 100-watt bulb 2nd

    rendering improvements for 2nd

    photons

    Exclude lighting options ignored

    in mental ray 2nd

    physical balance

    achieving

    initial stability and

    physics

    about 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 2nd

    pig 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 2nd

    pivot 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 5th

    plane

    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 8th

    plants

    creating
    [See trees]

    grass
    [See trees]

    reusing
    [See trees]

    trees
    [See trees]

    Plate Match/MAX 2.5 filter

    Polygon selection

    polygons

    bridging 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 2nd

    postrendering 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 3rd

    previewing

    models with MeshSmooth applied 2nd 3rd

    snap of object

    primitives

    about 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 8th

    Production rendering

    ActiveShade as preliminary to

    ActiveShade limited for

    assigning renderer for

    setting in Render Scene dialog

    setting mental ray as

    profiles 2nd 3rd 4th

    Project 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 dialog

    proof-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 3rd

    Pyramid primitives

    converting to editable poly 2nd

    creating crystals from 2nd 3rd 4th


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