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Object Size Compensation tries to bang smaller objects less, and large objects more.
Or lets you find any objects in the current selection that contains a specific modifier.
Selects edges of a mesh based on the angle between adjacent faces, and then converts them to a vertex map.
For example, you can select all the corner edges of a mesh and then convert them to a vertex map for use with a bump map or a mask to blend between textures.
For example, you can change the radius of a bunch of spheres together, even though they're not instances of each other.
Or you can change the bend value for all selected objects that have a bend modifier.