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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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