A face is the
smallest possible mesh object: a triangle formed by three vertices.
Faces provide the renderable surface of an object. While a vertex
can exist as an isolated point in space, a face cannot exist without
At the Editable Mesh
(Face) level, you can select single and multiple faces and transform
them using standard methods. This is also true for the Polygon and
Element sub-object levels; for the distinctions between face, polygon,
and element, see Editable Mesh
For information on the
Selection rollout settings, see
Soft Selection rollout
Soft Selection controls
affect the action of sub-object Move, Rotate, and Scale functions.
When these are on, 3ds Max Design applies a spline curve deformation
to unselected vertices surrounding the transformed selected sub-object.
This provides a magnet-like effect with a sphere of influence around
For more information,
Soft Selection Rollout.
Surface Properties rollout
These controls let you
work with face normals, material IDs, smoothing groups, and vertex
Reverses the direction
of the surface normals of the selected faces.
Flips the normals of
an object so that they all point in the same direction, usually
outward. This is useful for restoring an object's faces to their
original orientations. Sometimes normals of objects that have come
into 3ds Max Design as part of a DXF file are irregular, depending on
the methods used to create the objects. Use this function to correct them.
- Flip Normal Mode
Flips the normal of any face
you click. To exit, click this button again or right-click anywhere
in 3ds Max Design interface.
best way to use Flip Normal mode is to set up your viewport to display
with Smooth+Highlight and Edged Faces on. If you use Flip Normal
mode with default settings, you'll be able to flip a face away from
you, but you won't be able to flip it back. For best results, turn
off Ignore Backfacing in the Selection rollout. This lets you click
any face and flip the direction of its normal, regardless of its
- Set ID
Lets you assign a particular
ID number to selected sub-objects for
multi/sub-object materials and other
applications. Use the spinner or enter the number from the keyboard.
The total number of available IDs is 65,535.
- Select ID
Selects sub-objects corresponding
to the Material ID specified in the adjacent ID field. Type or use
the spinner to specify an ID, then click the Select ID button.
- [Select By Name]
This drop-down list shows
the names of sub-materials if an object has a Multi/Sub-Object material
assigned to it. Click the drop arrow and choose a sub-material from
the list. The sub-objects that are assigned that material are selected.
If an object does not have a Multi/Sub-Object material assigned,
the name list is unavailable. Likewise, if multiple objects are
selected that have an Edit Patch, Edit Spline, or Edit Mesh modifier
applied, the name list is inactive.
are those specified in the Name column on the material's Multi/Sub-Object
Basic Parameters rollout; these are not created by default, and
must be specified separately from any material names.
- Clear Selection
When on, choosing a new
ID or material name deselects any previously selected sub-objects.
When off, selections are cumulative, so new ID or sub-material name
selections add to the existing selection set of patches or elements. Default=on.
Smoothing Groups group
Use these controls to
assign selected faces to different
and to select faces by smoothing group.
To assign faces to one
or more smoothing groups, select the faces, and then click the number(s)
of the smoothing group(s) to assign them to.
- Select by SG (Smoothing Group)
Displays a dialog that shows
the current smoothing groups. Select a group by clicking the corresponding
numbered button and clicking OK. If Clear Selection is on, any previously
selected faces are first deselected. If Clear Selection is off,
the new selection is added to any previous selection set.
- Clear All
Removes any smoothing group
assignments from selected faces.
- Auto Smooth
Sets the smoothing groups
based on the angle between faces. Any two adjacent faces will be
put in the same smoothing group if the angle between their normals
is less than the threshold angle, set by the spinner to the right
of this button.
This spinner (to the
right of Auto Smooth) lets you specify the maximum angle between
the normals of adjacent faces that determines whether those faces
will be put in the same smoothing group.
Edit Vertex Colors group
Use these controls to
assign the color, illumination color (shading), and alpha (transparency)
values of vertices on the selected face(s).
Click the color swatch
to change the color of vertices on the selected face(s). Assigning
vertex colors at the face level prevents blending across the face(s).
Click the color swatch
to change the illumination color of vertices on the selected face(s).
This lets you change the illumination without changing the vertex's color.
Lets you assign an alpha (transparency)
value to vertices on the selected face(s).
The spinner value is
a percentage; zero is completely transparent and 100 is completely opaque.