9

1022 G lossa ry
0 to 159, at w hich point the frames field increments
byone,andtheticksfieldreturnsto0.
You can step forward or backward at single
increments by clicking t he single-frame buttons
among the playback buttons.
When you use the MM:SS:TICKS Display format,
you see minutes (MM), seconds (SS), and ticks,
each separated by colons.
As you move through time in this display format,
the ticks field counts from 0 to 4799, at which
point the seconds field increments and the ticks
field returns to 0.
You can step forward or backward at single
increments by clicking t he single-frame buttons
on either side of the playback button.
Tile/Mirror
Left: A bitmap
Middle: Tiling the bitmap
Right: Tiling and mirroring the bitmap
Tiling and mirroring are u seful for creating
patterns based on a simple image. Use them when
you need wallpaper and other repetitive designs.
TheTileoptionintheMaterialEditorisonby
default, repeating t he image along the U and V
directions. You can use the Tiling values to scale
the map image. Setting negative Tiling values
increases the size of the image.
You can also set tiling values in the UVW Map
modifier. These settings are in addition to the
tiling values you set for the map in the Material
Editor. If the map’s base t iling parameter has a
value of 2.0 and the UVW Map modifier has a
tiling va lue of 3.0 for the same axis, the net result
is 2.0 x 3.0 = 6.0. To avoid confusion about where
thetilingiscomingfrom,youmaywanttoset
the map’s tiling in its base parameters or with the
UVW Map modifier, but not in both locations.
TheMirroroptionisavariationontheTileoption.
Tile repeats the image side-by-side, w hile Mirror
flips the image repeatedly.
Topology
When objects and shapes are created, each vertex
and/or face is assigned a number. These numbers
are used internally to determine which vertices or
faces are selected at any given time. This numerical
arrangement is called topology.
When you select vertices or faces and apply a
modifier to the selection, the modifier stack keeps
track of which faces/vertices the modifier affects.
If you later return to the selec tion level of the stack
and change the selection, you change the topology
to which the modifier is applied.
The term topology refers to the structure of faces
andverticesaswellastheirnumbers.
For example, by carefully setting various
parameters, you could ma ke a b ox and a cylinder
w ith the same number of vertices. You might then
think you could use the box as a morph target for
the cylinder. However, because the two objects are
created with such different methods, the vertex
numbersontheseobjectswouldbeorderedvery
differently. Mor phing causes each numbered
vertex to go to its corresponding place on the
morph target. In a case such as this, with two
objectswithsuchdifferenttopology,morphing