The modifier stack and
its editing dialog are the keys to managing all aspects of modification.
You use these tools to:
- Find a particular modifier and adjust
- View and manipulate the sequence of modifiers.
- Copy, cut, and paste modifiers between
objects, or sets of objects.
- Deactivate the effect of a modifier in
the stack, the viewport display, or both.
- Select a modifier’s components, such
as gizmo or center.
- Delete modifiers.
Examining the Modifier
The modifier stack (or
"stack" for short) is a list on the Modify panel. It contains the
accumulated history of a selected object and any modifiers you have
applied to it.
Internally, 3ds Max Design "evaluates"
an object beginning at the bottom of the stack and applies changes
to the object by moving sequentially to the top of the stack. You
should therefore "read" the stack from bottom up to follow the sequence
used by 3ds Max Design in displaying or rendering the final object.
Here is an example of
stack entries for a capsule object (an extended primitive):
Basics of Using the Stack
With the stack feature,
no modification has to be permanent. By clicking an entry in the
stack, you can go back to the point where you made that modification.
You can then rework your decisions, temporarily turn off the modifier,
or discard the modifier entirely by deleting it. You can also insert
a new modifier in the stack at that point. The changes you make
ripple upward through the stack, changing the current state of the
Adding Multiple Modifiers
You can apply any number
of modifiers to an object, including repeated applications of the
same modifier. As you start applying object modifiers to an object,
the modifiers "stack up" in the order they’re applied. The first
modifier appears just above the object type at the bottom of the stack.
- 3ds Max Design inserts a new modifier in
the stack just above the current selection, but always in the proper
location. If you try to insert a world-space modifier between two
object-space modifiers, 3ds Max Design automatically places it at the
top of the stack.
- If you select the object type on the
stack and apply a new object-space modifier, it appears just above
the object type and becomes the first modifier evaluated.
Effect of Stack Sequence
3ds Max Design applies modifiers
in their stack order (beginning at the bottom and carrying the cumulative
change upward), so a modifier's location in the stack can be critical.
The following figure
shows the difference between the objects based entirely on a reversal
in the stack order of two modifiers. On the left-hand tube, a Taper
modifier is applied before a Bend modifier, and on the right-hand
tube, the Bend is applied first.
Results of reversing
stack order of two modifiers
Using the Buttons
These buttons, found
just below the modifier stack, help you manage the stack:
- Pin Stack
Locks the stack and all Modify
panel controls to the selected object’s stack. You can continue
to edit the object even if you select a different object in the viewports.
- Show End
When on, shows the effect
of the entire stack on the selected object. When off, shows the
effect of the stack only up to the currently highlighted modifier.
- Make Unique
- Remove Modifier
Deletes the current modifier
from the stack, eliminating all changes caused by that modifier.
Click to display a pop-up menu
that lets you configure how to display and choose modifiers on the