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Index
Symbols
- .ast files B-1
- .LAT files B-1
- .pg files B-1
- .SAT files B-1
- .tif B-1
- .tpx files B-1
- .tpx-z files B-1
- .vx files B-1
- .z file extension B-2
A
- ambient gel 3-12
- anti-alias 3-7
- assigning materials to objects 2-5
- attenuation 4-15
- % of linear 4-16
- % of no falloff 4-16
- % of square 4-16
- radius 4-16
- attribute fields 2-27
- attribute files
- editing B-2
- attribute source fields 2-27
- attributes
- GL Shade 3-2
- translating between domains 2-19
- using 2-27
B
- background 3-7
- bump 2-26
- bump mapping 3-18
- bump maps 1-13
C
- clip texture? 3-27
- clipping range 3-28
- color 3-12
- color opacity 3-12
- compressed files B-2
- compute matte 3-8
- Const coordinates 3-30
- copying materials 2-22
- creating and using materials 2-2
- creating light groups 4-26
- creating mappers 2-16
- creating new materials 2-3
D
- default lights 4-4
- default value 2-27
- defaults
- GL shade domain 3-2
- deleting materials 2-23
- diffuse color 3-3
- diffuse effects 3-37
- directional gel 3-13
- display mode 3-10
- display render 3-9
- dither image 3-8
- domain defaults
- map directory 3-2
- output window 3-6
- dynamic mappers 1-12
E
- editing lights interactively 4-6
- effects attributes 3-36
- emission color 3-3
- enable shadows 3-8
F
- facing control 3-13
- file format
- TPX A-1
- files
- compressed B-2
- fog color 3-9
- fresnel 3-13
- frozen mappers 1-12
G
- GL Shade
- shader attributes 3-3
- texture parameters 3-4
- GL Shade domain 3-2
H
- highlight opacity 3-13
I
- icons
- lights 4-7
- inheritance
- defining with the Browser 2-34
- inherited value 2-27
J
- jitter limits 4-22
L
- light group 3-14
- light group editor 4-24
- opening 3-14
- light groups 4-14
- creating 4-26
- light parameters 4-10
- lighting scenes 3-14
- lights 1-15
- adding to scene 3-14
- aim point 4-13
- ambient 1-15, 4-2, 4-3
- assigning to objects 3-14
- assigning to specific objects 4-25
- attributes
- defining 4-15
- brightness 4-11, 4-15
- color 4-12
- copying 4-8
- creating 4-2, 4-8, 4-25
- creating a light group 4-14
- default 4-4
- deleting 4-8
- deleting (from memory) 4-26
- direction 4-13
- editing interactively 4-6
- file operations 4-8
- icons 4-7
- infinite 1-15, 4-2, 4-3
- initial position 4-2
- loading 4-8, 4-25
- location 4-12
- name 4-10
- naming 4-10
- point 1-15, 4-2, 4-3
- projecting 4-13
- projection attributes 4-22
- radius 4-13
- reference space for 4-11
- renaming 4-8, 4-26
- saving 4-8, 4-25
- selecting in N-Geometry 4-3
- shader attributes
- brightness 4-15
- color 4-15
- shadowing 4-13
- specifying a type 4-10
- spot 1-15, 4-2, 4-3
- type 4-10
- types 4-3
- lights editor 4-5
- loading materials 2-21
- local value 2-27
M
- map directory 3-6
- mappers 1-12
- creating 2-16
- dynamic 1-12
- frozen 1-12
- maps
- bkgd Color 3-32
- boundary 3-30
- brightness 3-23
- bump 1-13
- color scale 3-31
- depth 3-33
- index 3-35
- opacity 1-13, 3-22
- reflection 1-13
- refraction 1-13
- samples directory 3-15
- shader 3-28
- texture 1-12
- use map alpha 3-29
- UV Offset 3-25
- UV Rotate 3-26
- UV Scale 3-24
- material
- assigning to an object 2-5
- creating new 2-3
- modifying 2-8
- multiple domain support 1-5
- saving 2-12
- materials
- assigning 1-6
- copying 2-22
- deleting 2-23
- inheriting 1-6
- loading 2-21
- multiple domains 2-19
- parameters
- bump 2-26
- opacity 2-25
- reflection 2-26
- refraction 2-26
- shader 2-25
- texture 2-25
- renaming 2-24
- using 2-27
- modifying materials 2-8
N
- N-Render
- file types created B-1
O
- object
- sahading 2-3
- objects
- creating 2-2
- oblique effects 1-16, 3-36
- fog depth 3-39
- reflect 3-38
- refract 3-38
- use default fog color 3-40
- use fog 3-39
- opacity 1-14, 2-25
- opacity effects 3-37
- opacity mapping 3-17
- opacity maps 1-13
- opacity vs visibility 1-15
- outline faces 3-4
- output
- to N-Paint canvas 3-6
- output directory 3-6
- output format 3-6
- Output Name 3-6
- output window 3-6
P
- Phong 1-13
- pixel filter 3-8
- preferences
- saving 3-9
- preview 2-30
- projection attributes
- map 4-22
- map opacity 4-23
- shader 4-23
- projection maps
- darkness 4-23
R
- ray depth 3-7
- ray power 3-7
- ray trace
- ray displacement 4-17
- shadow color 4-17
- ray tracing 1-11, 3-11
- index 3-11
- reflectance 3-11
- refractance 3-11
- raytrace? 4-17
- reflection 2-26
- reflection mapping 3-18, 3-19
- reflection maps 1-13
- refraction 2-26
- refraction mapping 3-18, 3-19
- refraction maps 1-13
- renaming materials 2-24
- render domains 1-4
- GL Shade 1-4
- N64 (Nintendo) 1-4
- Render 1-4
- Sega Saturn 1-4
- Sony PSX 1-4
- render gamma 3-6
- render height 3-6
- render operations 2-28
- preview 2-28
- redisplay 2-29
- render 2-29
- revert 2-28
- render width 3-6
- render window 3-6
- rendering
- defined 1-2
- from N-Dynamics 1-3
- from N-Geometry 1-3
- from the Attributes Editor 1-3
- increasing speed C-1
- scan line vs ray trace 1-11
- speed 1-3
- with game domains 1-9
- with GL Shade or N-Render 1-7
- reset 2-30
S
- sampling limits 4-22
- save render 3-9
- saving materials 2-12
- scan line 1-11
- scan line rendering 1-11
- shader 2-25
- shading model
- Blinn 3-10
- Cook 3-10
- flat 3-10
- Lambert 3-10
- Phong 3-10
- shading models 1-13
- Blinn 1-13
- Cook 1-13
- flat 1-13
- Lambert 1-13
- Phong 1-13
- shadow map min & max 3-9
- shadow maps
- default limits 4-21
- opacity 4-20
- shadowing 4-20
- static map 4-21
- shadow smoothness 3-9
- shadows
- from lights 4-13
- shininess 3-3
- show render time 3-9
- smooth shade 3-3, 3-14
- specular 3-38
- specular color 3-3, 3-12
- specular effects 3-38
- specular exponent 3-12
- speed
- increasing C-1
- spot light parameters 4-18
- spot lights
- radius 4-19
- shadow maps 4-20
- spot angle 4-18
- spot attributes 4-18
- spot pattern 4-18
- spotlights
- aspect ratio 4-19
- falloff angle 4-19
- STD coordinates 3-30
T
- texture 2-25
- texture map 3-4
- texture mapping 3-16
- texture maps 1-12
- adding to a material 2-14
- TPX file format A-1
- translating attributes 2-19
- tutorial
- creating a light group 4-26
- using inheritance 2-30
- using materials 2-2
U
- U coordinates 3-30
- use map alpha 3-29
- using inheritance 2-30
- Uv coordinates 3-30
V
- V coordinates 3-30
- visibility 1-15, 3-13
- visibility vs. opacity 1-15
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