Index
A
- action centers, modeling t ab
- about / Action centers
- options / Action centers
- automatic / Action centers
- selection / Action centers
- custom action center / Action centers
- Add loop tool, Edge tab
- about / The Edge tab
- adjustment layers
- working with / Working with adjustment layers
- selective enhancing / Selective enhancing
- alpha mapping
- applying / Applying alpha mapping
- Ambient Intensity field / Understanding indirect illumination
- ambient occlusion output
- about / The ambient occlusion output
- Antialiasing
- about / Antialiasing
- area light
- about / Area light
- shadow effect / Area light
- array
- about / Making arrays
- creating / Making arrays
- radial array / Making arrays
- Array tool, Duplicate tab
- about / Using the Duplicate tab
- automatic action center
- about / Action centers
- Axis Drill tool
- about / Drills
B
- base material properties
- about / The base material properties
- base shader properties
- about / The base shader properties
- basic corrections
- about / Basic corrections
- levels / Levels
- curves / Curves
- brightness/contrast / Brightness/contrast
- color correction / Color correction
- saturation / Saturation
- basic modeling tab
- primitives / Primitives
- free form shapes / Free form shapes
- Pen tool / Free form shapes
- Subdivide tool / The Subdivide tool
- Bevel tool / The Bevel tool
- Extrude tool / The Extrude tool
- Brigde tool / The Bridge tool
- Slice tool / The Slice tool
- Thicken tool / The Thicken tool
- Basic tab, Tools panel
- about / Using the Basic tab
- primitives, generating / Using the Basic tab
- Bevel tool, basic modeling tab
- about / The Bevel tool
- inset / The Bevel tool
- shift / The Bevel tool
- Bevel tool, Edge tab
- about / The Edge tab, Bevel
- Bevel tool, Polygon tab
- about / The Polygon tab
- bleach bypass effect
- about / The bleach bypass
- blend modes
- about / Blend modes, A quick look at the blend modes
- normal / A quick look at the blend modes
- multiply / A quick look at the blend modes
- screen / A quick look at the blend modes
- overlay / A quick look at the blend modes
- Bloom effect / Bloom and vignette
- bloom effect
- about / Bloom (general and selective)
- Bloom Threshold value / Bloom and vignette
- Boolean tool, Mesh Edit tab
- about / Using the Mesh Edit tab, Booleans
- substract operation / Using the Mesh Edit tab, Booleans
- intersect operation / Using the Mesh Edit tab, Booleans
- add operation / Using the Mesh Edit tab, Booleans
- boolean operation, performing / Using the Mesh Edit tab
- using / Booleans
- Bridge tool, basic modeling tab
- about / The Bridge tool
- Bridge tool, Edge tab
- about / The Edge tab, Bridge
- Bridge tool, Polygon tab
- about / The Polygon tab
- bump mapping
- about / Bump mapping
- applying / Applying bump mapping
C
- camera
- placing / Placing a camera
- Rule of Thirds, working with / Working with the Rule of Thirds
- Field of View, using / Understanding the field of view
- shot, tilting / Tilting the shot
- verticals, fixing / Fixing the verticals
- case study
- about / A case study
- centering tool, Vertex
- about / Centering
- Clone tool
- about / The Clone tool
- using / The Clone tool
- clone line, generating / The Clone tool
- additive method / The Clone tool
- ranged method / The Clone tool
- Clone tool, Duplicate tab
- about / Using the Duplicate tab
- Computer Generated Image (CGI)
- about / Using HDRI illumination
- contours
- enhancing / Contours
- copying tools
- about / Making copies
- Mirror tool / The Mirror tool
- Clone tool / The Clone tool
- array, creating / Making arrays
- cubic projection
- about / Cubic projection
- Curve Slice tool
- using / Curve Slice and Loop Slice
- custom action center
- about / Action centers
- cylinder lights
- about / Cylinder light
D
- Depth of field (DOF)
- about / Adding depth using DOF
- using / Adding depth using DOF, When to use it
- avoiding / When to avoid it
- generating / How to create it
- depth of field effect
- about / Depth of field
- depth output
- about / The depth output
- diffuse lightning
- about / Area light
- diffuse materials
- about / Using diffuse materials
- using / Using diffuse materials
- Directional Light / Adding sunlight
- dots per inch (DPI) / Rendering for printing
- drilling methods, drill tools
- drill tools
- Duplicate tab, Tools panel
- about / Using the Duplicate tab
- operations / Using the Duplicate tab
- Mirror tool / Using the Duplicate tab
- Clone tool / Using the Duplicate tab
- Array tool / Using the Duplicate tab
- Radial array tool / Using the Duplicate tab
E
- edges
- working with / Working with edges
- edge selection mode
- about / The polygon/vertex/edge modes
- Edge Slice tool, Mesh Edit tab
- about / Using the Mesh Edit tab
- Edge tab, Tools panel
- about / The Edge tab
- Extend tool / The Edge tab
- Bevel tool / The Edge tab, Bevel
- Bridge tool / The Edge tab, Bridge
- Slide tool / The Edge tab
- Add Loop tool / The Edge tab
- Loop Slice tool / The Edge tab
- Remove tool / The Edge tab
- Slice tool / Slide
- Element move tool
- about / The Element move tool
- using / The Element move tool
- emitter materials
- about / Types of materials, Using emitter materials
- using / Using emitter materials
- Environment Material item / Using HDRI illumination
- Environment Material option / Using the physical sky simulation
- Extended mode / Rendering with the preview window
- Extend tool, Edge tab
- about / The Edge tab
- Extrude tool, basic modeling tab
- about / The Extrude tool
- Extrude tool, Mesh Edit tab
- about / Using the Mesh Edit tab
- extrusion
- about / The Extrude tool
F
- falloffs
- Field of View (FOV)
- about / Understanding the field of view
- using / Understanding the field of view
- fill lights
- using / Fill lights
- Flex tool
- about / The Flex tool
- using / The Flex tool
- Flip tool, Polygon tab
- about / The Polygon tab
- Focal Distance
- about / Adding depth using DOF
- free form shapes
- about / Free form shapes
- fresnel effect
- about / Fresnel
- reflection/fresnel properties, tweaking / Tweaking reflection/fresnel properties
- Full Resolution option / Rendering with the preview window
G
- glossy materials
- about / Types of materials, Using glossy materials
- using / Using glossy materials
- reflection / Using glossy materials
- specularity / Using glossy materials
H
- HDRI / Using HDRI illumination
- HDRI illumination
- about / Using HDRI illumination
- hide/unhide tool
- about / Hiding and unhiding
- using / Hiding and unhiding
- options / Hiding and unhiding
I
- illumination, scene
- preview, working with / Working with previews
- quality levels, setting / Quality
- Full Resolution option / Full Resolution
- RayGL view / The RayGL view
- color of light, selecting / Cool and warm
- key lights, setting / Key lights
- fill lights, setting / Fill lights
- contour, enhancing / Contours
- Image Processing tab / Working with the render window
- image size
- selecting / Choosing the correct image size
- size and image depth (dpi) / Size and image depth (dpi)
- rendering, for printing / Rendering for printing
- rendering, for digital media / Rendering for digital media
- Indirect Bounces field / Understanding indirect illumination
- indirect illumination
- about / Understanding indirect illumination
- Ambient Intensity field / Understanding indirect illumination
- Indirect Rays field / Understanding indirect illumination
- Indirect Bounces field / Understanding indirect illumination
- Indirect Range method / Understanding indirect illumination
- Irradiance Caching field / Understanding indirect illumination
- Indirect Range method / Understanding indirect illumination
- Indirect rays
- about / Indirect rays
- Indirect Rays field / Understanding indirect illumination
- info panel
- about / Understanding the Info panel
- item list panel / Using the Item List panel
- shading panel / Using the Shading panel
- properties panel / Using the Properties panel
- Input White Level field / Input white level and tone mapping
- Irradiance Caching field / Understanding indirect illumination
- irradiance caching method
- about / The irradiance caching method
- Irradiance rays
- about / Irradiance rays
- item list panel
- about / Using the Item List panel
- using / Using the Item List panel
K
- key lights
- about / Key lights
- using / Key lights
L
- Lasso selection tool
- about / Using the Lasso selection tool
- using / Using the Lasso selection tool
- layers, modeling tab
- about / Layers – organizing your scene
- mesh / Layers – organizing your scene
- camera / Layers – organizing your scene
- directional light / Layers – organizing your scene
- lights
- working with / Working with lights
- adding / Adding a light
- type, setting / Setting the type of a light
- placing / Placing lights
- direct manipulation / Placing lights
- subjective manipulation / Placing lights
- enabling / Enabling/disabling lights
- disabling / Enabling/disabling lights
- types / Types of light
- linear falloff
- about / Falloffs
- linear operators
- move tool / Moving, scaling, and rotating
- rotate tool / Moving, scaling, and rotating
- scale tool / Moving, scaling, and rotating
- transform tool / Moving, scaling, and rotating
- Loop Slice tool
- using / Curve Slice and Loop Slice
- count / Curve Slice and Loop Slice
- symmetry / Curve Slice and Loop Slice
- free / Curve Slice and Loop Slice
- uniform / Curve Slice and Loop Slice
- Loop Slice tool, Edge tab
- about / The Edge tab
- Loop Slice tool, Mesh Edit tab
- about / Using the Mesh Edit tab
- Luminous Intensity field / Using the montecarlo method
M
- maquette effect / When to avoid it
- material
- about / What is a material?
- using / Using materials
- creating / Creating a material
- types / Types of materials
- base shader properties / Understanding the base shader and base material properties, The base shader properties
- base material properties / Understanding the base shader and base material properties, The base material properties
- creating, preset library used / Using the preset library
- manual creation / Using the preset library, Manual creation of a material
- material, types
- diffuse materials / Using diffuse materials
- glossy materials / Using glossy materials
- specular materials / Using specular materials
- emitter materials / Using emitter materials
- merging tool, Vertex
- Mesh Cleanup tool
- about / Mesh Cleanup
- using / Mesh Cleanup
- Mesh Edit tab
- about / Editing the mesh
- Curve Slice tool / Curve Slice and Loop Slice
- Loop Slice tool / Curve Slice and Loop Slice
- Boolean tool / Booleans
- drill tools / Drills
- Mesh Cleanup tool / Mesh Cleanup
- Mesh Edit tab, Tools panel
- about / Using the Mesh Edit tab
- Edge Slice tool / Using the Mesh Edit tab
- Pen Slice tool / Using the Mesh Edit tab
- Loop Slice tool / Using the Mesh Edit tab
- Extrude tool / Using the Mesh Edit tab
- Boolean tool / Using the Mesh Edit tab
- mesh layers
- about / Using the Item List panel
- mesh tweaking tools
- Element move tool / The Element move tool
- Flex tool / The Flex tool
- Sculpt tool / The Sculpt tool
- Mirror tool
- about / The Mirror tool
- using / The Mirror tool
- Mirror tool, Duplicate tab
- about / Using the Duplicate tab
- modeling tab
- about / What's under the modeling tab?
- layers / Layers – organizing your scene
- move tool / Moving, scaling, and rotating
- rotate tool / Moving, scaling, and rotating
- scale tool / Moving, scaling, and rotating
- transform tool / Moving, scaling, and rotating
- action centers / Action centers
- falloffs / Falloffs
- work planes / Work planes
- Model Quad tab
- about / Working with the Model Quad tab
- tools panel / Working with the Model Quad tab
- visors quad / Working with the Model Quad tab
- properties panel / Working with the Model Quad tab
- Modo
- info panel / Understanding the Info panel
- selection methods / Working with selection methods
- modeling tab / What's under the modeling tab?
- camera, placing / Placing a camera
- render outputs / What are render outputs
- basic corrections / Basic corrections
- Modo interface
- viewports / Using viewports
- tabs / Working with tabs
- montecarlo method
- about / Using the montecarlo method
- move tool
- about / Moving, scaling, and rotating
N
- noise effect
- about / Noise
P
- Pen Slice tool, Mesh Edit tab
- about / Using the Mesh Edit tab
- Pen tool, basic modeling tab
- about / Free form shapes
- Photoshop
- render, working into / Working the render into Photoshop
- about / Working the render into Photoshop
- blend modes / Blend modes
- physical sky simulation
- about / Using the physical sky simulation
- sunlight, adding / Adding sunlight
- Physical Sun / Adding sunlight
- planar projection
- about / Planar projection
- point light
- about / Point light
- settings / Point light
- polygon selection mode
- about / The polygon/vertex/edge modes
- Polygon tab, Tools panel
- about / The Polygon tab
- Bevel tool / The Polygon tab
- Smooth shift tool / The Polygon tab
- Bridge tool / The Polygon tab
- Flip tool / The Polygon tab
- Set material tool / The Polygon tab
- portals
- about / Portals
- preset library
- used, for creating material / Using the preset library
- accessing / Using the preset library
- preview window
- working with / Working with previews
- about / Working with previews
- preview modes / Preview modes
- quality levels / Quality
- Full Resolution option / Full Resolution, Rendering with the preview window
- Use All Threads option / Rendering with the preview window
- Quality option / Rendering with the preview window
- preview window
- primitive
- about / Using the Basic tab
- ways, of generating / Using the Basic tab
- primitives
- about / Primitives
- cube / Primitives
- sphere / Primitives
- teapot / Primitives
- generating / Primitives
- projections, types
- planar projection / Planar projection
- cubic projection / Cubic projection
- spherical projection / Spherical projection
- UV mapping / UV mapping
- properties panel
- using / Using the Properties panel
- properties panel, Model Quad tab
- about / Working with the Model Quad tab
Q
- Quality option / Rendering with the preview window
- quick selection methods
- connected polys, selecting / Making quick selections
- loop of polys, selecting / Making quick selections
- loop of edges, selecting / Making quick selections
- edge ring selection / Making quick selections
R
- Radial array tool, Duplicate tab
- about / Using the Duplicate tab
- radial falloff
- about / Falloffs
- RayGL view
- about / The RayGL view
- enabling / The RayGL view
- Remove tool, Edge tab
- about / The Edge tab
- render
- setting up / Setting up the render
- render outputs
- about / What are render outputs
- adding / What are render outputs
- materials, isolating with surface ID output / Isolating materials with the surface ID output
- depth output / The depth output
- ambient occlusion output / The ambient occlusion output
- Render Region / Render region
- Render tab
- about / Working with the Render tab
- viewports / Working with the Render tab
- panels / Working with the Render tab
- properties panel / Working with the Render tab
- render window
- about / Working with the render window
- Input White Level field / Input white level and tone mapping
- Tone Mapping control / Input white level and tone mapping
- Bloom effect / Bloom and vignette
- Vignette Amount control / Bloom and vignette
- Render Region / Render region
- rotate tool
- about / Moving, scaling, and rotating
- Rule of Thirds
- working with / Working with the Rule of Thirds
S
- Save Image button / Render region
- scale tool
- about / Moving, scaling, and rotating
- scene
- illuminating / Illuminating a scene
- Sculpt tool
- about / The Sculpt tool
- using / The Sculpt tool
- selection action center
- about / Action centers
- selection methods
- polygon mode / The polygon/vertex/edge modes
- vertex mode / The polygon/vertex/edge modes
- edge mode / The polygon/vertex/edge modes
- quick selection methods / Making quick selections
- Lasso selection tool, using / Using the Lasso selection tool
- hide/unhide tool / Hiding and unhiding
- Set material tool, Polygon tab
- about / The Polygon tab
- set position tool, Vertex
- about / Setting position
- shading panel
- about / Using the Shading panel
- using / Using the Shading panel
- shot, preparing for
- camera, placing / Placing a camera
- depth, adding by using DOF / Adding depth using DOF
- image size, selecting / Choosing the correct image size
- silver retention
- about / The bleach bypass
- Slice tool, basic modeling tab
- about / The Slice tool
- Slide tool, Edge tab
- about / The Edge tab, Slide
- Smooth shift tool, Polygon tab
- about / The Polygon tab
- special effects
- about / Special effects
- bump mapping / Bump mapping
- transparencies / Transparencies
- alpha mapping / Applying alpha mapping
- specular mapping / Specular maps
- fresnel / Fresnel
- adding / Adding special effects
- bloom / Bloom (general and selective)
- bleach bypass / The bleach bypass
- depth of field / Depth of field
- vignetting / Vignetting
- noise / Noise
- specular mapping
- about / Specular maps
- applying / Specular maps
- specular materials
- about / Types of materials, Using specular materials
- using / Using specular materials
- transparency / Using specular materials
- specularity / Using specular materials
- refraction / Using specular materials
- reflection / Using specular materials
- spherical projection
- about / Spherical projection
- spot light
- about / Spot Light
- properties panel / Spot Light
- basic settings / Spot Light
- effects / Spot Light
- Subdivide tool, basic modeling tab
- about / The Subdivide tool
T
- tabs
- working with / Working with tabs
- Animate tab example / Working with tabs
- Model Quad tab / Working with the Model Quad tab
- Render tab / Working with the Render tab
- texture
- about / What is a texture?
- using / Using textures
- types of projections / Types of projection
- applying / How to apply textures
- special effects / Special effects
- Thicken tool, basic modeling tab
- about / The Thicken tool
- Tone Mapping control / Input white level and tone mapping
- Tools panel
- about / Understanding the Tools panel
- Basic tab / Using the Basic tab
- Vertex tab / The Vertex tab
- Edge tab / The Edge tab
- Polygon tab / The Polygon tab
- Duplicate tab / Using the Duplicate tab
- Mesh Edit tab / Using the Mesh Edit tab
- tools panel, Model Quad tab
- about / Working with the Model Quad tab
- transform tool
- about / Moving, scaling, and rotating
- transparencies
- about / Transparencies
- types of light
- spot light / Spot Light
- point light / Point light
- area lights / Area light
- cylinder lights / Cylinder light
- portals / Portals
U
- Use All Threads option / Rendering with the preview window
- UV mapping
- about / UV mapping
V
- vertex selection mode
- about / The polygon/vertex/edge modes
- Vertex tab, Tools panel
- about / The Vertex tab
- options / The Vertex tab
- Vertex tool
- about / Working with vertices
- centering tool / Centering
- set position tool / Setting position
- merging tool / Merging
- viewport quad
- customizing / Customizing the viewport quad
- viewports
- using / Using viewports
- controlling / Controlling the viewports
- viewport quad, customizing / Customizing the viewport quad
- Vignette Amount control / Bloom and vignette
- vignetting effect
- about / Vignetting
- visors quad, Model Quad tab
- about / Working with the Model Quad tab
W
- work planes
- about / Work planes