8

Index 1173
options dialog 2–1280
shortcuts 3–946
tools 2–1271
type button 2–1293
material effects channel
flyout 2–1288
Material Editor 2–12 87
material ID
and attaching objects 1–1009
and B ooleans 1–333
and editable meshes 1–1001
and editable patches 1–971
and editable splines 1– 303
and particles 2–186
changing (particle flow) 2–187
glossary 3–1063
material IDs rollout
Lightscape import 3–614
material operators
dynamic 2–187
frequency 2–185
static 2–183
material propagation 2–1276
material shaders rollout
mental ray material 2–1385
material to shader 2–1533
material xml export utility 2–1251
material/map browser 2–1256
material/map navigator 2–1291
materialbyelement modifier 1–707
materials 2–1239, 2–1244, 3–82
adding to library 2–1250
advanced lighting override 2–1410
and attaching objects 1–1009
and blocks 3–464
and particle array 2–235
and particle system events 2–120
and particle systems 2–236, 2–238
and set key 2–276
and styles 3–467
animating 2–1293
applying in particle flow 2–182
applying to an object 2–1249
apply ing to objects 2–1253
architectural 2–1376
Architectural Desktop 3–451 to 3–452
assign to selection 2–1285
assigning 3–452, 3–461
blend 2–1397
blocks 3–465
changing 3–452, 3–461
combined when attaching objects/splines 1–290, 1–989
components 2–1243
composite 2–1399
compound materials 2–1396
copying 2–1253
default material settings 2 1286
deleting 2–1257
designing 2–1239
DGS m aterial (mental ray) 2–1389
DirectX 9 shader 2–1422
double-sided 2–1400
dragging and dropping 2–1267
editable 2–1376
effects channel 2–1287
exporting 2–1251
get 2–1283
getting from library 2–1253
glass (mental ray) 2–1391
glossary 3–1065
hierarchy (glossary) 3–1064
ink ’n paint 2–1414
lightscape 2–1413
loading from scene 2–1253
make copy 2–1286
material blending (morpher material) 2–1401
material modifier 1–706
material name field 2–1292
material prop erties rollout (NURBS) 1–1150
matte/shadow 2–1393
mental ray 2–1385
morpher 2–1401
multi/sub-object 2–1403
name 2–1240, 2– 1253
pick from object 2–1292
propagation 2–1276
put to library 2–1287
put to scene 2–1285
raytrace 2–1353
Revit 3–4 59, 3–461
saving 2–1250, 2–1253
scene 2–1285
select by 2–1283
shell 2–1409
shellac 2–1407
show end result 2–1290
SSS materials (mental ray) 2–1392
standard 2–1309
subsurface scattering (SSS) materials (mental
ray) 2–1392
top-bottom 2–1408
type 2–1241, 2–1301
type button (Material Editor) 2–1293
types of 2–1301
updating 2–1285
using 1–6