9

Index 1091
particle motion blur 2–240
particle spawn rollout (PArray) 2–271
particle type rollout (PArray) 2–262
positioning 2–147 to 2–148
rendered as 2–206
rotation 2–153
scaling 2 –156
size 2–176
spawn particles 3–1014
speed 2–123, 2–159, 2–162, 2–167, 2–172
spinning 2–154
synchronize animated bitmap textures 2–121
testing particle scale 2–227
unexpected spaw ning 2–122
viewport display 2–202
PASS f ile
mental ray renderer 3–990
paste 2–1141, 2–1147
a material, map, bitmap, or color 2–1418
paste controller (Track View) 2–545
paste footsteps 2–990
paste from buffer 2– 1065
paste layer 2–325 to 2–326
paste posture 2–962
paste posture opposite 2–962
paste selected cs 2–1114
paste skin data dialog 2–700
paste tangent handles 1–297
pastetime/track(TrackView) 2568
paste-pos tolerance 1–807
pasting 2–910
pasting joint parameters 2–495
patch (glossary) 3–991
patch grids 1 993
quad patch 1–994
tri patch 1–995
patch select modifier 1–751
patch surfaces 1–842, 1–993
copying 1–968
deleting 1–968
patch-based objects 3–991
PatchDeform
object-space modifier 1–754
world-space modifier 1–552
path
motion flow 2–1041
path constraint 2–398
and particles 2–163
path follow behavior 2–1162, 2–1216, 3–992
path follow space warp 2–71
path joints 2–485 to 2– 486
PathDeform
object-space modifier 1–755
world-space modifier 1–552
paths
and AutoCAD xrefs 3–431
and particles 2–122, 2–163
and XRefs 3–411, 3–415
configuring paths 1–15
configuring system paths 3–810, 3–814
configuring user p aths 3–808, 3–810 to 3–812
glossary 3–991
moving a camera along 2–1381
path commands (loft objects) 1–372
path follow space war p 2–71
path parameters rollout 1–356
pattern background 2–1433
pattern design (cloth) 1–572
PBomb space warp 2–68
PCloud particle system 2–253
PDynaFlect space warp 2–81
pelt map par ameters dialog 1–909
per-bitmap resolution for bitmap proxies dialog 3–496
per-pixel camer a map 2–1732
per-pixel camera projection 2–1732
percent snap 2–38
perform footstep extraction 2–1070
performance 3–106, 3–129, 3–1000
and biped’s motion previewing 2–929
and weight painting 1–961
controlling display per formance 1–28
improving in NURBS 1–1099
optimizing with physique 2–1099
while running 3ds Max 3–889
performance optimization (particle flow) 2–120
period 3–992
Perlin marble map 2–1677
perspective
and orthographic viewport controls 3–738
glossary 3–992
matching 2–1380
viewport control 3–747
perspective view 1–24
phases of leg motion 3–993
Phong highli ghts 2–1493
Phong shader 2–1480, 2–1482
photometric lights 1–7, 2–127 2, 2–1301
area lig ht sampling rollout 2–1354
common lamp values 2–1329
data file 2–1328 to 2–1329, 2–1355
example of photometric data file 2–1329
free area light 2–1309
free linear light 2–1307
free point l ight 2–1 304
IES standard file format 2–1328
linear light rollout 2–1354