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When working with 3ds max 4 and 5, it is important to distinguish mesh objects (Mesh) from "true" polygons (PolyMesh). Although every object is converted to mesh in the course of rendering, sometimes the process of editing these types beforehand can be different.
A group of open edges (i.e., edges that have only one adjacent polygon). Only applicable to polygonal objects.
A line connecting two vertices. A mesh object may contain both visible and invisible edges. Note that, even if an edge is invisible, it still exists. In contrast, polygonal objects do not have the concept of visible or invisible edges - edges either exist or don't exist.
A basic mesh object. It is common to simply call it a "mesh" among 3D artists.
A basic polygonal object.
Several faces or polygons that form a single whole and have no vertices or edges in common with other elements. Elements are created, for example, by attaching objects to one another.
A minimal surface created by three vertices. For mesh objects, faces are analogous to "molecules." For polygonal objects, this concept does not explicitly exist.
For mesh objects, a polygon consists of several faces joined by "invisible" edges. For polygonal objects, it is a real surface delimited by edges.
Each model has a discrete number of faces. Smoothing is intended to produce the impression that some models (e.g., spheres) are smooth, rather than composed of a multitude of flat faces, by rendering smooth transitions between them. If this is not necessary (e.g., the walls of a rectangular shaft), faces and polygons can be grouped according to the required characteristics.
A point in a 3D environment. All object geometry is based on vertices. Generally speaking, a vertex is an "atom" of any object in 3ds max.
One of the basic objects in 3ds max. Editing these curves has a lot in common with similar processes in vector graphics software. The only difference is that, in 3ds max 4, you edit in a 3D environment.
For each Bezier vertex, there are two nodes (known as handles) for editing the curve's shape.
The portion of a curve that connects two vertices. A segment can be linear (Line) or curvilinear (Curve).
A set of several segments connected by common vertices.
A point in 3D space on which curves are based. In contrast to polygonal object vertices, curve vertices are classified by the following types: smooth, Bezier, and corner. The type influences the shape of the curve.
An edge in patch modeling is similar to an edge in polygon modeling. The only difference is that, in this case, the edge is a segment of a curve.
One of the basic objects. In general, patches are surfaces with the same principles as Bezier curves.
The minimal editable surface.
In contrast to a curve vertex, a patch vertex has three or four control nodes (handles) that define the surface's shape. Surfaces can have both inner vertices and outer vertices belonging to edges - each defines the shape of the patch.
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