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VIZBlock 1031
Because viewing mapped materials slows the
viewport display, it’s up to you to decide which
map (if any) you want to display. To display a
specific map, you go to that maps level in the
Material Editor, and then tu rn on its display.
(If you later go to a different map in the same
material, and turn its display on, the other map is
automatically turned off.)
VIZBlock
AVIZBlockisacompoundobjectsimilartoa
nested AutoCAD block. It is used for organizing
linked data from DWG files. When AutoCAD data
is linked to 3ds Max, you need to decide how the
AutoCAD entities are to be organized in the scene.
AutoCAD draw ings are commonly organized by
layers, blocks, and entities, and 3ds Max scenes are
organized by hierarchies of objects.
VPX Files
VPX ( Video Post sequence) files contain all
the information relating to the queue and all
associated settings and references. They have the
file extension .vpx and are stored by default in the
3ds Max \vpost folder.
All of the Video Post configuration data, queue
events, and queue event external data is saved with
the MAX file also, however saving it to a separate
file allows you to use t he same Video Post settings
in different scenes, and also allows you to share
sequences with other 3ds Max users.
VUE File
AVUE(.vue)fileisaneditableASCIIfile. You
create a VUE fi le using the VUE file renderer
instead of the default s canline renderer.
A VUE file contains a sequence of frames to
render. Each frame is described by a sequence of
commands, beginning with a "fr ame" command,
which specifies the frame number, and ending with
a viewport command, which specifies the view
to render (such as "top" or "camera"). B etween
these two commands, there can be any number of
"transform", "light", and "spotlight" commands.
Note: VUE files created with 3DS DOS could
also contain "morph" commands. This is not
supported in 3ds Max because the 3ds Max
exporterdoesntexportmorphtargets.
The VUE fi le commands are as follows:
frame <n>
transform <object name> <t ransform matr ix>
light <light name> <x> <y> <z> <r> <g> <b>
spotlight <light name> <x> <y> <z> <tox>
<toy> <toz> <r> <g> <b> <hot ang le> < falloff
angle> <shadow flag>
top <x> <y> < z> <width>
bottom <x> <y> <z> <width>
left <x> <y> <z> <w idth>
right <x> <y> <z> <w idth>
front <x> <y> <z> <w idth>
back <x> <y> <z> <width>
user<x><y><z><horiz><vert><roll>
<width>
camera <x> <y> <z> <tox> <toy> <toz> <roll>
<focal>
Fr am e Comman d
Beg ins each frame description. Has a sing le
parameter: the frame number.