Modifier Stack
Lists the accumulated history of an object and its modifications.The order of the modifier stack, from bottom to top, represents the sequence in which 3DS MAX applies the modifiers you select to the object. A dropdown list lets you access any entry in the stack. This lets you go back to any modifier you've applied and alter the parameters to change its effect on the object.Besides the stack dropdown list, the Modifier Stack rollout contains the following controls:
You change or delete modifiers by using the modifier stack. The modifier stack (or stack for short) contains the accumulated history of an object and the modifiers you have applied to it.
-
At the bottom of the stack, the first entry always lists the object type. You click this entry to display the object's creation parameters so you can adjust them.
-
Object modifiers are in the next section of the stack. You click a modifier entry to display the modifiers parameters so you can adjust them.
This section lets you go back to any modifier you’ve applied and rework its effect on the finished object. You can also delete the modifier from the stack, canceling its effect.
-
If the object is bound to a space warp, a double line appears between the modifier and space warp sections. This double line is a placeholder for transforms, and is displayed as a reminder that 3DS MAX applies transforms after it applies modifiers but before it applies space warps.
-
The final, top section of the stack shows what space warps the object is bound to. For example, if the object were bound to a Ripple space warp, a line in the top section would read Ripple Binding.
The transform placeholder and the space warp sections are not shown if the object is not bound to any warps.
-
Sub-Object: Specifies the level of selection based on the current event in the modifier stack. When this option is On, the sub-object items in the list vary depending on the current selection and the current modifier. For example, if you are applying an Edit Mesh modifier to a primitive such as a sphere, the sub-object list displays vertex, face, and edge.
-
Pin Stack: Locks the stack to the currently selected object so that it remains with that object regardless of subsequent changes in selection. The entire Modify command panel is locked as well.
-
Active/Inactive Modifier: Turns off the current modifier without deleting it. Allows you to see the object without the effect of the modifier.
-
Show End Result: Shows the selected object as it will appear after all modifications in the stack have taken place, regardless of your current position in the stack. When this toggle is off, the object appears as modified up to the current modifier in the stack.
-
Make Unique: Converts an instanced modifier to a copy that’s unique to the current object. See Make Unique.
-
Remove Modifier: Deletes the current modifier or unbinds the current space warp.
-
Edit Stack: Click this to Display the Edit Modifier Stack Dialog, which contains the controls listed below.
Edit Modifier Stack Dialog
-
Name: Use this field to rename modifiers such as Bend to more specific names such as "First 45 degree bend."
-
Reference Object: Converts the object to a reference object. This adds an empty “derived object” line at the top of the Stack. All modifiers applied above the line affect only the object.
-
Copy Object: Click to replace the entire Stack with an independent copy of the Stack.
Note that these two functions (Reference Object and Copy Object) are the equivalent of performing a SHIFT-clone, choosing Reference or Copy, and then deleting the original object.
-
Cut/Copy/Paste: These let you manipulate (rearrange) the selected items in the list window.
-
Instance: Check this to instance pasted data.
-
Make Unique: Converts an instanced modifier to a copy that’s unique to the current object. See Make Unique.
-
Collapse All/To: Collapse all or part of the stack (collapsing removes modifiers from the object). Collapsing a stack converts an object into a mesh. The reasons you would want to collapse a stack are:
- To simplify the scene geometry.
- To discard animation tracks previously applied to an object’s creation parameters or its modifier parameters.
- To conserve memory.
After you collapse an object’s stack, you can no longer parametrically adjust either its creation parameters or its individual modifiers. Animation tracks that were assigned to such parameters also disappear.
How To
To move one or more modifiers:
-
Select one or modifiers in the Edit Modifier Stack dialog.
-
Click the Cut button.
-
Select a modifier above which you want the cut modifiers pasted. (This can include the object itself, or the ------------ dividing line.)
-
Click the Paste button.
The modifiers are pasted above the current selection.
To copy one or more modifiers:
-
Select one or more modifiers in the Edit Modifier Stack dialog.
-
Click the Copy button.
-
Select an item above which you want the copied modifiers pasted.
-
Check the Instance checkbox if you want instances, or leave it unchecked.
-
Click the Paste button.
The copied modifiers are pasted above the current selection.
To copy modifiers from one object to another:
-
Select one or more modifiers in the Edit Modifier Stack dialog for object ‘A.’
-
Click the Copy button.
-
Click OK to exit the Edit Modifier Stack dialog.
-
Select object ‘B,’ and open its Edit Modifier Stack dialog.
-
Select an item above which you want the copied modifiers pasted.
-
Check the Instance checkbox if you want instances, or leave it unchecked.
-
Click the Paste button.
The modifiers from object ‘A’ are pasted above the current selection in object ‘B.’
As demonstrated, you can cut, copy, and past multiple modifiers at time. You can also cut and copy discontiguous selections of modifiers.
You can copy and paste space warps or object modifiers, but you can't mix them. Also, you can't paste object modifiers above the ========== line. If you attempt to paste space warps below the ========= line, it will let you but it will place the space warp above the ========== line.