ACU 3ds Max key terms
ACU 3ds Max · Get comfortable with the vocabulary.
- Viewport
- Related: ViewCube, Pivot Point
A window inside the 3ds Max interface that displays the scene from a camera or orthographic direction, letting you navigate, select, and transform objects interactively.
- Command Panel
- Related: Modifier Stack, Create Panel
The tall panel on the right of the interface holding six tabs for creating objects, modifying them, and adjusting hierarchies, display, utilities, and animation tools.
- Modifier Stack
- Related: Modifier, Collapse, Editable Poly
An ordered list of applied modifiers shown in the Modify panel; evaluation flows bottom to top, so placement order changes the final result.
- Pivot Point
- Related: Transform Gizmo, Viewport
The local origin an object rotates and scales around and the reference for its transform values; it can be moved, centered, or aligned independently of the geometry.
- Transform Gizmo
- Related: Pivot Point, Reference Coordinate System
The on-screen axis handles (move, rotate, scale) used to constrain manipulation to a single axis, a plane, or all axes at once.
- Reference Coordinate System
- Related: Transform Gizmo, Pivot Point
The axis orientation used for transforms and tools, such as World, Local, View, or Parent, chosen from the main toolbar list.
- ViewCube
- Related: Viewport, Orbit
An interactive navigation widget in a viewport corner that shows current orientation and lets you snap to standard or adjacent orthographic and perspective views by clicking faces, edges, or corners.
- Orbit
- Related: ViewCube, Viewport
A navigation command that rotates the view around a target point without moving scene objects, useful for inspecting geometry from any angle.
- Editable Poly
- Related: Sub-object Level, Modifier Stack
A mesh object type exposing sub-object levels (vertex, edge, border, polygon, element) plus editing rollouts for building and reshaping low-polygon models.
- Sub-object Level
- Related: Editable Poly, Soft Selection
A mode inside an editable object that limits selection and editing to components such as vertices, edges, or faces rather than the whole object.
- Modifier
- Related: Modifier Stack, Collapse
A procedural operation added to an object's stack that alters its geometry or properties, such as bending, smoothing, or shelling, and can be reordered or disabled.
- Collapse
- Related: Modifier Stack, Editable Poly
An operation that bakes the current modifier stack result into editable geometry, removing the procedural history and reducing file complexity.
- Boolean
- Related: ProBoolean, Editable Poly
A compound operation that combines two closed objects using union, subtraction, or intersection to produce a new mesh.
- ProBoolean
- Related: Boolean, Editable Poly
A compound object tool that merges multiple operands with union, subtraction, intersection, or merge operations and keeps operands editable for later adjustment.
- Extrude
- Related: Lathe, Loft
A modeling operation that pushes selected faces or a spline profile along a direction to add depth, commonly used to build walls, panels, and lettering.
- Lathe
- Related: Extrude, Loft
A modifier that revolves a spline profile around an axis to create radially symmetric shapes such as vases, bowls, or table legs.
- Loft
- Related: Extrude, Lathe
A compound object that builds a surface by sweeping one or more cross-section shapes along a path curve, with controls for scale and twist.
- TurboSmooth
- Related: Subdivision Surface, Editable Poly
A subdivision modifier that smooths a low-polygon cage by adding interpolated faces, with iteration and render-iteration settings controlling final density.
- Subdivision Surface
- Related: TurboSmooth, Editable Poly
A modeling approach where a coarse control cage is smoothed by algorithms to produce dense, rounded geometry that stays easy to edit.
- Soft Selection
- Related: Sub-object Level, Editable Poly
A sub-object editing mode where transforms fall off gradually with distance from the selection, producing smooth organic deformation instead of hard creases.
- Snap
- Related: Transform Gizmo, Pivot Point
A precision aid that locks the cursor or transform to grid points, vertices, edges, or other targets so objects align exactly.
- Material Editor
- Related: Material, Map, Slate Material Editor
The interface for creating and editing materials and maps, assigning them to objects, and previewing their appearance on sample slots.
- Slate Material Editor
- Related: Material Editor, Map
A node-based view of the Material Editor where materials and maps appear as wired nodes, making complex shading networks easier to build and read.
- Material
- Related: Map, UVW Mapping
A set of surface properties (color, glossiness, transparency, texture, and so on) applied to objects to control how they react to light.
- Map
- Related: Material, UVW Mapping
An image or procedural pattern plugged into a material channel, such as diffuse color, bump, or opacity, to add detail without extra geometry.
- UVW Mapping
- Related: Unwrap UVW, Map
The coordinate system that tells a texture how to wrap onto a surface; modifiers and unwrap tools adjust these coordinates for correct placement.
- Unwrap UVW
- Related: UVW Mapping, Map
A modifier providing tools to lay out and edit texture coordinates on a flattened plane so painted textures align with the model's faces.
- Bitmap
- Related: Map, UVW Mapping
A raster image file used as a texture map, with settings for cropping, tiling, filtering, and output that affect how it renders.
- Standard Light
- Related: Photometric Light, Shadow Map
A basic scene light type such as omni, target spot, free spot, or directional, offering direct control of intensity, color, and shadow settings.
- Photometric Light
- Related: Standard Light, Global Illumination
A physically based light that uses real-world intensity units and distribution patterns, intended for accurate illumination and global illumination workflows.
- Shadow Map
- Related: Standard Light, Raytraced Shadow
A shadow-generation method that renders depth from the light's viewpoint; resolution and bias settings trade sharpness against artifacts like banding and acne.
- Raytraced Shadow
- Related: Shadow Map, Raytracing
A shadow type computed by tracing rays from surfaces to lights, producing accurate, sharp-edged shadows at a higher render cost than shadow maps.
- Global Illumination
- Related: Photometric Light, Final Gather
Rendering techniques that simulate bounced light between surfaces, adding indirect illumination and color bleed for more realistic results.
- Final Gather
- Related: Global Illumination, Rendering
A global illumination method that samples indirect light at points on surfaces and interpolates the results, softening shadows and adding ambient bounce.
- Raytracing
- Related: Raytraced Shadow, Rendering
A rendering method that follows rays from the camera into the scene to compute reflections, refractions, and shadows accurately.
- Rendering
- Related: Render Settings, Camera
The process of computing a final image or animation from the scene's geometry, materials, lights, and camera settings using a render engine.
- Render Settings
- Related: Rendering, Camera
The dialog controlling output size, frame range, file format, and engine-specific quality options before a render is produced.
- Camera
- Related: Rendering, Render Settings
A scene object that defines the viewpoint and projection (perspective or orthographic) used for rendering, with lens and clipping controls.
- Keyframe
- Related: Track Bar, Interpolation
A stored value for an animatable property at a specific time; the software interpolates between keys to create motion.
- Track Bar
- Related: Keyframe, Time Configuration
The timeline beneath the viewports showing the current frame, keyframes, and active time segment, used to scrub and navigate animation.
- Interpolation
- Related: Keyframe, Curve Editor
The method used to calculate values between keyframes, such as smooth, linear, or stepped, which determines the pacing of motion.
- Curve Editor
- Related: Interpolation, Keyframe
A graph view of animation tracks where keys appear as points on curves, allowing precise adjustment of value, timing, and tangents.
- Time Configuration
- Related: Track Bar, Keyframe
The dialog that sets frame rate, total animation length, start and end frames, and playback speed for the scene.
- Dope Sheet
- Related: Curve Editor, Keyframe
An animation editor that lists tracks and keys in a spreadsheet-like layout for retiming, copying, and sliding groups of keys.
- Hierarchy
- Related: Pivot Point, Constraint
The parent-child linkage between objects, where transforming a parent also moves its children, used for rigs and assemblies.
- Constraint
- Related: Hierarchy, Keyframe
An animation controller that drives an object's position, rotation, or scale from another object, such as linking, look-at, or path constraints.