.bmp
Image Output Formats
.cld
Point Mesh Point editing
.jpg
Image Output Formats
.tif
Image Output Formats
.txt
Point Mesh Point editing
3 point arc
3 Point Arc
3 point circle
3 Point Circle
3D project
Introduction
3D space
euclidean coordinate system
3D Studio
Starting solidThinking
3D text
3D Text
3DStudio
Tools Spec
3sides
3sides
3sides: bicubic interpolation
3sides
3sides: bilinear interpolation
3sides
@
The Console
absolute curvature
Colour Source Shaders
accelerated graphic cards
Preferences
actions
The Construction Tree
actions library
The Libraries Toolbar
activating a view
Modeling Views
active snap
Grids Setting
active snaps
Edit menu
Adaptive
Customize View Detail
adaptive degradation
Preferences
adding knots
NURBS Surface Editing
Adobe Illustrator
Starting solidThinking
alert
Message Boxes
align
Curve Tangency Align
all
Selection Menu
all cameras
Selection Menu
all geometry
Selection Menu
all lights
Selection Menu
Alt
Intersect
Message Boxes
Shortcuts
Alt key
Selecting Objects
alternating lines and arcs
Line-Arc
ambient
Light Source Shaders
Light Source Types
ambient lighting for radiosity
Defining Lights for Radiosity
Analysis tools
Analysis tools
Angular Subdivisions
PolyCylinder
PolyDisk
Angular tolerance
Fill Hole
anti-aliasing
FFAA
Post-processing Shaders
aperture
Depth of Field
New Light
application toolbar
The Application Toolbar
applying transformations to objects
Working Modes
arbitrary plane
Texture Space Shaders
Arc
Preferred Arc
Arc: direction
Tangent Arc
Arc: radius
Preferred Arc
Arc: sweep
Focal Point Ellipse
Preferred Circle
Preferred Ellipse
Arc: tangent to lines
Fillet Arc
Arc: type
2 Point Tangent Circle
3 Point Arc
3 Point Circle
Cylinder
Disk
Fillet Arc
Focal Point Ellipse
Line-Arc
Point Bitangent Circle
Preferred Arc
Preferred Circle
Preferred Ellipse
Sphere
Tangent Arc
Tangent Circle
Torus
area
Light Source Types
Surface Area
area light
Defining Lights for Radiosity
area of a surface
Surface Area
area zoom
Orthographic Views
Perspective View
argument
Shaders
aspect ratio
Background Image
assigning a light shader
Assigning a Light Shader
assigning materials
Assigning Materials
attach
Curve Tangency Align
TangencyAlign
auto apply material
Assigning Materials
auto axis
Texture Space Shaders
autosave
Preferences
Axes Align to 3 points
Axes Align to 3 points
Axes Align to NURBS surface
Axes Align to NURBS surface
Axes Align to object
Axes Align to object
axis (translate)
Translate
background image
Background Image
background image plane
Background Image
background image size
Background Image
background shaders
Background Shaders
backgrounds
Backgrounds and Foregrounds
backspace
Message Boxes
base
Colour Source Shaders
Transparency Source Shaders
bend
Bend
BGR
Preferences
bicubic interpolation
3sides
Coons
bilinear interpolation
3sides
Coons
Birail
Birail
Birail: rails
Birail
Bitmap
Image Output Formats
bitmap image
Height Field
blend curves
Blend Curves
blend surfaces
Blend Surfaces
blending
Blend Surfaces
blending smoothness
Blend Surfaces
blue marble
Colour Source Shaders
blue tab
The Libraries Toolbar
BMP
Image Output Formats
PixelMap
Starting solidThinking
Tools Spec
boolean operations
Intersect
bottom view
Modeling Views
boundary curves
3sides
Coons
NSide
Boundary edges
PolyMesh Info
bounding box
Modifying the Status of an Object
Break curve
Break curve
break point
Break curve
Divide curve
browser
The World Browser
Camera
Cameras
Camera: adding new
New Camera
Camera: focal length
New Camera
Camera: look at
New Camera
Camera: position
New Camera
Camera: up
New Camera
cartesian coordinate system
euclidean coordinate system
cast shadows
Controlling Shadow Production for Each Object
Modifying the Status of an Object
casting
Displacement Shaders
center
Preferred Circle
Rotate
center (scale)
Scale
center in all views
Selection Menu
center in view
Selection Menu
Center normal
Fill Hole
center of bounding box
Scale
Center point
Fill Hole
check button
Message Boxes
chrome
Colour Source Shaders
chrome 2D
Reflectance Model Shaders
circle perimeter
3 Point Circle
circular fillet
Round
Click
Using the Mouse
Click: click-and-drag
Using the Mouse
Click: double-click
Using the Mouse
close curve
NURBS curve
Close hole
Fill Hole
clouds
Background Shaders
collapse construction tree
Edit menu
color palette
Tools Spec
color shader
Colour Source Shaders
color source shaders
Colour Source Shaders
color temperature
Defining Lights for Radiosity
Combine
Combine
Combine: combine vs. group
Combine
Combine: combining objects
Combine
combining shading functions
Materials
components
Materials
conductor
Reflectance Model Shaders
cone
Cylinder
console
The Console
constant
Reflectance Model Shaders
constraining movements
Translate
Construction Plane
Construction Plane
construction tree
The Construction Tree
The World Browser
construction tree, collapse
Edit menu
contacting GESTEL
contacting GESTEL
Continuity
Fill Hole
continuity tolerance
NSide
contour
3 Point Arc
control point
NURBS curve
Coons
Coons
Coons: bicubic interpolation
Coons
Coons: bilinear interpolation
Coons
Coons: intersecting curves
Coons
Coordinate System
euclidean coordinate system
Coordinate System: local
euclidean coordinate system
Coordinate System: origin
Modeling Views
Coordinate System: world
euclidean coordinate system
copies
Replicate
copy
Edit menu
Corner Refine
FacesEditing
Create Point Mesh
Create Point Mesh
Create Polygon
Create Polygon
creating materials
Creating Materials
creating shadows
Shadows
cross-sectional curves
Skin
cross-sectional profile
Pipe
Ctrl
Shortcuts
Ctrl + Enter
Shortcuts
cube
Cube
cubes
Colour Source Shaders
Curvature
Curve Curvature
curvature of a curve
Curve Curvature
curvature of a surface
Surface Curvature
Curve Length
Curve Length
curve normal
Trim
curve offset
Curve Offset
curve order
NURBS curve
curve snap
Snap Options
curve tangency align
Curve Tangency Align
Curve Tangent and Curvature
Curve Curvature
curve type
NURBS curve
curves
Curves
curves continuity
Curve Tangency Align
Curves Network
Curves Network
Curves Network: intersecting curves
Curves Network
cuspid
MetaCURVE
custom rotation axis
Rotate
Custom Units
Preferences
customize view detail
Customize View Detail
View Detail
cut
Edit menu
cut above
Tangent Arc
cut below
Tangent Arc
cylinder
Cylinder
cylindrical
Texture Space Shaders
decal
Colour Source Shaders
decal uv
Colour Source Shaders
defining materials for radiosity
Defining Materials
deforming map
PixelMap
delete
Edit menu
Modifying the Status of an Object
delete layer
Layers
delete rendering
The Rendering Browser
deleting materials
The Materials Library
Demos
The File Menu
depth cue
Foreground Shaders
depth of field
Depth of Field
Post-processing Shaders
detail level
View Detail
device
System Requirements
dialog box
Message Boxes
dielectric
Reflectance Model Shaders
difference
Intersect
Direct3D
Preferences
direction
NURBS curve
DirectX
Preferences
Disable Construction Plane
Disable Construction Plane
disable snap
Snap Options
disk
Disk
PolyDisk
displacement shaders
Displacement Shaders
Distance
Points Distance
distance between two points
Points Distance
distant
Light Source Shaders
Light Source Types
distant light for radiosity
Defining Lights for Radiosity
Divide curve
Divide curve
do not cast shadows
Modifying the Status of an Object
do not receive shadows
Modifying the Status of an Object
docking panel
Introduction
dolly
Perspective View
double-click
Using the Mouse
drag'n'drop
Using the drag'n'drop technique
drawing aids
Grids Setting
DXF
Starting solidThinking
Tools Spec
edge extract
EdgeExtract
Edge weight
Subdivision Surface
Edges
PolyMesh Info
edges editing
Edges Editing
edit menu
Edit menu
edit mode
The Application Toolbar
Working Modes
editing light settings
Editing Light Settings
editing materials
Editing Materials
emission shaders
Creating Materials
enlarging a view
Modeling Views
Entry-fields
Message Boxes
environment
Background Shaders
Reflectance Model Shaders
environment mapping
Rendering in solidThinking
eroded
Transparency Source Shaders
Esc
Shortcuts
Esc key
Modeling Tools
euclidean coordinate system
euclidean coordinate system
exit
Saving your Work
The File Menu
exterior region
Trim
extracting a curve
EdgeExtract
Extrude
Extrude
Extrude: extrusion length
Extrude
Extrude: extrusion vector
Extrude
extrusion path
Loft
Pipe
face connections
FacesEditing
Face reduction
Simplify
Faces
PolyMesh Info
Faces editing
FacesEditing
far blur
Depth of Field
far focus
Depth of Field
Fast Redraw
Preferences
feature-following anti-aliasing
FFAA
Post-processing Shaders
FFAA
FFAA
field of view
Perspective View
file format
Saving your Work
File Menu
The File Menu
File Menu: exit
The File Menu
File Menu: merge
The File Menu
File Menu: new
The File Menu
File Menu: open
The File Menu
File Menu: revert
The File Menu
File Menu: save
The File Menu
File Menu: save as
The File Menu
File Menu: save as model
The File Menu
File Menu: save selected
The File Menu
Fill Hole
Fill Hole
fill path
FillPath
Fillet
Round
Fillet: filletting non-intersecting surfaces
Round
fillet arc
Fillet Arc
fillet segment
Fillet Segment
filling a path
FillPath
Fit Points Cloud
Fit Points Cloud
fit tangents
Fillet Arc
fit to b.box (lattice)
Lattice
fixed method
Customize View Detail
flat shaded
Rendering the Scene
floating panel
Introduction
focal length
Depth of Field
New Camera
focal point ellipse
Focal Point Ellipse
focus plane
Depth of Field
fog
Foreground Shaders
fog light
Foreground Shaders
font
3D Text
foregounds
Backgrounds and Foregrounds
foreground shaders
Foreground Shaders
FOV
Perspective View
free deformation
Lattice
from
Translate
from | to
Translate
front view
Modeling Views
G1 Continuity
Fill Hole
G1 Continuity on borders
Fill Hole
gaussian curvature
Colour Source Shaders
geometric curvature
Colour Source Shaders
GESTEL
Contacting GESTEL
ghost
Lens Flares
glass
Reflectance Model Shaders
global coordinate system
Space in solidThinking
glow
Lens Flares
Transparency Source Shaders
goniometric
Light Source Shaders
Light Source Types
goniometric light for radiosity
Defining Lights for Radiosity
gordon surfaces
Curves Network
Gouraud shaded
Rendering the Scene
graduated
Background Shaders
Grids
Grids Setting
Grids: grid lines
Grids Setting
Grids: grid setup panel
Grids Setting
Grids: grids setting
Grids Setting
ground fog
Foreground Shaders
Group
Modifying the Status of an Object
Selection Menu
Group: group mode
The Application Toolbar
Working Modes
Group: group selection
Selecting Groups
halo
Lens Flares
hardware
System Requirements
height
Cube
height field
Height Field
helix
Helix
help system
About this Help System
hidden in interactive views
Modifying the Status of an Object
hidden in rendering
Modifying the Status of an Object
hidden line
Rendering the Scene
hide edges
Edges Editing
hide from rendering
Selection Menu
hide from views
Selection Menu
hide knots
NURBS Surface Editing
hierarchy browser
Modifying the Status of an Object
The World Browser
High curv. factor
Simplify
high detail
View Detail
hole
Fill Hole
horizontal/vertical panes
The World Browser
HSL
Tools Spec
IGES
Starting solidThinking
image
Background Shaders
image formats
Tools Spec
image resolution
The Render Options Panel
image texture mapping
Rendering in solidThinking
info box
Message Boxes
Input points
Simplify curve
SimplifySurf
Input/Output
SimplifySurf
Ins
Shortcuts
Ins key
Modeling Tools
insert knot
NURBS Surface Editing
insert point
MetaCURVE
NURBS curve
inspector
The Inspector
interior region
Trim
Internet Explorer
About this Help System
interpolation method
Skin
interpolation of points
MetaCURVE
interreflections
Global Settings
intersect
Intersect
intersecting curves
3sides
Coons
Curves Network
Split curve
intersection
Intersect
inverse normal
Trim
invert arc direction
Tangent Arc
invert direction
MetaCURVE
NURBS curve
Invert normals
FacesEditing
VerticesEditing
invert selection
Selection Menu
isoparametric curve
Extract isoparametric
Isoparm direction
Extract isoparametric
iterations
Subdivision Surface
join curves
NURBS curve
join points
NURBS curve
JPEG
Image Output Formats
jpg
Image Output Formats
keep aspect ratio
Background Image
keyboard
Using the Keyboard
keyboard shortcuts
Shortcuts
knots
NURBS curve
NURBS Surface Editing
knots: adding
NURBS Surface Editing
knots: hiding
NURBS Surface Editing
knots: inserting
NURBS Surface Editing
label
Transparency Source Shaders
label mapping
Texture Placement
large buttons
Preferences
Lathe
Lathe
Lathe: latitude angle
Lathe
Sphere
Lathe: longitude angle
Lathe
Sphere
Lathe: weighted
Lathe
latitude angle
Lathe
Sphere
lattice
Lattice
lattice: order
Lattice
Layers
Layers
Layers: color
Layers
Layers: lock
Layers
Layers: new
Layers
Layers: off
Layers
Layers: on
Layers
layouts
layout
leave next
Line-Arc
leave previous
Line-Arc
left mouse button
Orthographic Views
Perspective View
left view
Modeling Views
length
Cube
length of a curve
Curve Length
length of part of a curve
SubCurve Length
lens flares
Lens Flares
Post-processing Shaders
libraries toolbar
The Libraries Toolbar
library tab
The Libraries Toolbar
Light
Lights
Light: adding a new
New Light
Light: editing
Editing Light Settings
Light: positioning
New Light
Light: saving
Saving Light Settings
Light: target
New Light
light energy distribution
About Radiosity
light power
Defining Lights for Radiosity
light scatter
Foreground Shaders
light shaders, assigning
Assigning a Light Shader
light source shaders
Light Source Shaders
Lights
light source shaders: ambient
Light Source Shaders
Light Source Types
light source shaders: area
Light Source Types
light source shaders: distant
Light Source Shaders
Light Source Types
light source shaders: goniometric
Light Source Shaders
Light Source Types
light source shaders: point
Light Source Shaders
light source shaders: projector
Light Source Shaders
Light Source Types
light source shaders: sky
Light Source Shaders
Light Source Types
light source shaders: spot
Light Source Shaders
Light Source Types
light source types
Light Source Types
light streaks
Lens Flares
lights definition for radiosity
Defining Lights for Radiosity
LightWave
Starting solidThinking
line-arc
Line-Arc
linear method
Customize View Detail
Linear Stretch
LinearStretch
lines sequence
Open Polyline
list hidden objects
The World Browser
local axes origin
MetaCURVE
NURBS curve
local coordinate system
Space in solidThinking
Loft
Loft
Loft: extrusion path
Loft
Pipe
log10 method
Customize View Detail
longitude angle
Lathe
Sphere
look at
New Camera
loop exterior
Trim
low detail
View Detail
LU decomp. with part. pivot
Fit Points Cloud
lumens
Defining Lights for Radiosity
macro
The File Menu
macros
The File Menu
major half axis
Preferred Ellipse
Managers Menu
Managers Menu
marble
Colour Source Shaders
master curve
Curve Tangency Align
master surface
TangencyAlign
Materials
Materials
Materials: assigning
Assigning Materials
Materials: creating
Creating Materials
Materials: deleting
The Materials Library
Materials: editing
Editing Materials
Materials: library
The Application Toolbar
The Libraries Toolbar
The Materials Library
Materials: merging
Merging Materials
Materials: naming
The Materials Library
Materials: saving
The Materials Library
MaterialsLib folder
Starting solidThinking
Matrix type
Fit Points Cloud
matte
Reflectance Model Shaders
max lod
Defining Lights for Radiosity
maximum
Customize View Detail
Maya
Starting solidThinking
Tools Spec
mean curvature
Colour Source Shaders
medium detail
View Detail
memory
System Requirements
menus
The Pull-Down Menus
merge
The File Menu
merging materials
Merging Materials
message boxes
Message Boxes
metacurve
MetaCURVE
metal
Reflectance Model Shaders
MicroScribe-3d
Managers Menu
Tools Spec
mid lod
Defining Lights for Radiosity
min lod
Defining Lights for Radiosity
minimum
Customize View Detail
minor half axis
Preferred Ellipse
mirror
Mirror
Reflectance Model Shaders
mirror along
Mirror
mirror orientation
Mirror
mirror plane
Mirror
mixed
Background Shaders
mixed background shader
Backgrounds and Foregrounds
modeling library
The Libraries Toolbar
Modeling precision
Preferences
modeling specs
Modeling Specs
modeling tolerance
Preferences
modeling tool panel
The Modeling Tool panel
modeling tools
Modeling Tools
modeling views
Modeling Views
models library
The Application Toolbar
The Libraries Toolbar
ModelsLib folder
Starting solidThinking
modifiers
The Construction Tree
mouse
Using the Mouse
mouse input
Modeling Views
movie width
QuickTime VR Movies
Multi combine
Multi Combine
MultiEdit
MultiEdit
multiple selections
Selecting Objects
Selecting Points
N-Side Patch
NSide
n-side polygons
Polygons vs. NURBS
naming materials
The Materials Library
near blur
Depth of Field
near focus
Depth of Field
new
The File Menu
new camera
New Camera
new entity
NURBS curve
new knots
NURBS Surface Editing
new layer
Layers
new light
New Light
no cutting
Tangent Arc
noise factor
Defining Lights for Radiosity
Non Uniform Rational B-Splines
NURBS modeling
non-rational curve
NURBS curve
non-rational surface
NURBS Surface Editing
non-selected object
Selecting Objects
non-weighted surfaces
Cylinder
Disk
Lathe
Primitives in solidThinking
Sphere
Torus
none
Selection Menu
normal
Trim
normal end point
Mirror
Normal scaling factor
LinearStretch
normal start point
Mirror
normals
FacesEditing
VerticesEditing
number of interreflections
Global Settings
numerical input
The Console
NURBS modeling
NURBS modeling
NURBS modeling: curves
Curves
NURBS modeling: NURBS curve
NURBS curve
NURBS modeling: NURBS surface editing
NURBS Surface Editing
NURBS modeling: surfaces
About NURBS Surfaces
NURBS primitives
Primitives in solidThinking
object mode
Selecting Objects
The Application Toolbar
Working Modes
object selection
Selecting Objects
object status
Modifying the Status of an Object
Selecting Objects
Offset
Curve Offset
Surface Offset
Offset: curve
Curve Offset
Offset: distance
Curve Offset
Offset: surface
Surface Offset
open
The File Menu
Open Macro
Starting solidThinking
open polyline
Open Polyline
OpenGL
Preferences
operating systems
System Requirements
orbit
Perspective View
order
NURBS curve
NURBS Surface Editing
origin (scale)
Scale
ortho adjust
The Application Toolbar
View Menu
orthogonal views
Introduction
orthographic views
Modeling Views
Orthographic Views
outlines
3D Text
Output points
Simplify curve
SimplifySurf
parallel line
Parallel Line
parameters
Creating Materials
The Construction Tree
paste
Edit menu
path
Loft
pathcast
PathCast
PDK
Tools Spec
perpendicular line
Perpendicular Line
perspective camera
Cameras
perspective correction
Preferences
perspective view
Introduction
Modeling Views
Perspective View
phong
Reflectance Model Shaders
Phong shaded
Rendering the Scene
photorealistic images
Rendering in solidThinking
pick
Using the Mouse
pick-and-drag
Using the Mouse
Picking
Using the Mouse
Picking: disabled
Modifying the Status of an Object
Picking: picking/b.box
Status filters
pie slice
3 Point Arc
Pipe
Pipe
Pipe: extrusion path
Loft
Pipe
pitch
Helix
pixel intensity
Height Field
pixelmap
PixelMap
plain
Background Shaders
Colour Source Shaders
Transparency Source Shaders
plane
Plane
PolyPlane
plastic
Reflectance Model Shaders
Plug-In
Starting solidThinking
Plug-Ins folder
Starting solidThinking
Point
Light Source Shaders
Light Source Types
Point: editing
NURBS Surface Editing
Point: inserting
MetaCURVE
NURBS curve
Point: pickable
Selecting Points
Point: selection
Selecting Points
Point: snap
Snap Options
point bitangent circle
Point Bitangent Circle
point light
Light Source Shaders
point light in radiosity
Defining Lights for Radiosity
Point Mesh
Create Point Mesh
Point Mesh point editing
Point Mesh Point editing
point on curve
Tangent Arc
point on rail
Birail
PointMesh
Fit Points Cloud
Point Mesh Point editing
PointMesh from object
Create Point Mesh
points cloud
Create Point Mesh
Fit Points Cloud
Point Mesh Point editing
Points distance
Points Distance
PolyCube
PolyCube
PolyCylinder
PolyCylinder
PolyDisk
PolyDisk
polygon
Create Polygon
polygonal cylinder
PolyCylinder
polygonal primitives
Polygonal Primitives
polygonal sphere
PolySphere
polygonal surface
Polygons vs. NURBS
polygonal torus
PolyTorus
Polygons
Customize View Detail
Polygons vs. NURBS
Polygons: sides
Regular Polygon
Polygons: vs. NURBS
Polygons vs. NURBS
polyhedron
PolyCube
polylines
Customize View Detail
PolyMesh from NURBS
PolyfromNURBS
Polymesh from nurbs control net
PolyfromNURBSCVs
PolyMesh Info
PolyMesh Info
PolyPlane
PolyPlane
PolySphere
PolySphere
PolyTorus
PolyTorus
position
New Camera
post-processing shaders
Post-processing Shaders
power
Defining Lights for Radiosity
predefined resolutions
The Render Options Panel
prederined rotation axis
Rotate
preferences
Preferences
preferred arc
Preferred Arc
preferred circle
Preferred Circle
preferred ellipse
Preferred Ellipse
Preserve bound. corners
Subdivision Surface
previewing you scene
View Modes
primary light sources
Defining Lights for Radiosity
primitives
Polygonal Primitives
Primitives in solidThinking
prism
Prism
procedural texture
Rendering in solidThinking
profile curve
Extrude
profile curves
Loft
profile key
Loft
projecting a curve onto a surface
PathCast
projection direction
PathCast
Trim
projector
Light Source Shaders
Light Source Types
Projects folder
Starting solidThinking
prune
Edit menu
pull-down menus
The Pull-Down Menus
push button
Message Boxes
pyramid
Prism
QuickTime VR
QuickTime VR Movies
QuickTime VR: object movie
Image Output Formats
QuickTime VR Movies
QuickTime VR: panoramic movie
Image Output Formats
QuickTime VR Movies
Quicktime VR Panoramic Movie
Image Output Formats
QuicktimeVR Object Movie
Image Output Formats
Radial Refine
FacesEditing
Radial Subdivisions
PolyCylinder
PolyDisk
radiant energy
How Radiosity Works
radio button
Message Boxes
radiosity
About Radiosity
radiosity quality
Computing Radiosity Values
radiosity values computation
Computing Radiosity Values
radiosity, how it works
How Radiosity Works
radiosity, units of length
Computing Radiosity Values
radius
Preferred Circle
rails
Birail
RAM
System Requirements
rational
NURBS curve
rational surface
NURBS Surface Editing
ray cube
Background Shaders
ray-tracing
Rendering in solidThinking
raytrace full
Rendering the Scene
raytrace preview
Rendering the Scene
rear view
Modeling Views
receive shadows
Controlling Shadow Production for Each Object
Modifying the Status of an Object
rectangle
Rectangle
redo
Edit menu
redraw performance
View Detail
reference axes (rotation)
Rotate
Reference Coordinate System
Rotate
Scale
Translate
Reference Coordinate System: rotate
Rotate
Reference Coordinate System: scale
Scale
Reference Coordinate System: translate
Translate
Reference Image
Background Image
Reference Image: origin
Background Image
Reference Image: position
Background Image
Reference Image: size
Background Image
Reference Image: space
Background Image
Refine
FacesEditing
refine edges
Edges Editing
refining a surface
NURBS Surface Editing
reflectance shaders
Reflectance Model Shaders
registation
Technical Support
regular polygon
Regular Polygon
relative position
The Console
relative sensitivity
FFAA
remove point
MetaCURVE
NURBS curve
removing knots
NURBS Surface Editing
renaming an object
Using the drag'n'drop technique
Render
Render Menu
render current view
Render Menu
The Render Options Panel
render selected objects
Render Menu
rendered pictures
The Rendering Browser
renderers
Render Menu
Rendering
Rendering in solidThinking
Rendering: buffer
Preferences
The Rendering Browser
Rendering: methods
Rendering the Scene
Rendering: options
The Render Options Panel
Rendering: rendering browser
The Rendering Browser
Rendering: specs
Rendering Specs
Renderings
Starting solidThinking
RenderMan
Rendering in solidThinking
replicate
Replicate
Replication
Replicate
Replication: method
Replicate
Replication: noise
Replicate
Replication: path
Replicate
Replication: surface
Replicate
reset lattice
Lattice
Reset normals
FacesEditing
VerticesEditing
resolution (view detail)
Customize View Detail
revert
The File Menu
revolution axis
Lathe
revolution primitives
Primitives in solidThinking
revolution surface
Lathe
revolution type
Lathe
revolve
Lathe
RGB
Preferences
RGBA
Preferences
Rhino
Starting solidThinking
Tools Spec
RIB
Tools Spec
right view
Modeling Views
rotate
Rotate
rotate snap
Snap Options
rotating the background image
Background Image
Rotation
Rotate
Rotation: angle
Rotate
Rotation: axis
Rotate
Rotation: noise
Replicate
rough
Displacement Shaders
round
Round
rounding edges
Round
rule
Skin
s-direction
The Texture Coordinate System
safe save
Preferences
save
Saving your Work
The File Menu
save as
Saving your Work
The File Menu
save as model
The File Menu
save rendering
The Rendering Browser
save selected
The File Menu
saving light settings
Saving Light Settings
saving materials
The Materials Library
saving your work
Saving your Work
scale
Scale
scale factor
Scale
scale snap
Snap Options
scaled image
Background Shaders
Scaling factor
LinearStretch
scaling noise
Replicate
scanline full
Rendering the Scene
scanline preview
Rendering the Scene
screen resolution
System Requirements
scroll bar
Message Boxes
scrolling
The Libraries Toolbar
secondary light sources
Defining Lights for Radiosity
section
Pipe
section height
Torus
section width
Torus
sections
Skin
selected, save
The File Menu
Selecting
Selecting Groups
Selecting Objects
Selecting Points
Selecting: an entity
Selecting Objects
Selecting: groups
Selecting Groups
Selecting: objects
Selecting Objects
Selecting: points
Selecting Points
selection box
Selecting Objects
Selecting Points
Selection Menu
Selection Menu
Selection Menu: all
Selection Menu
Selection Menu: all cameras
Selection Menu
Selection Menu: all geometry
Selection Menu
Selection Menu: all lights
Selection Menu
Selection Menu: invert
Selection Menu
Selection Menu: none
Selection Menu
shaded mode
View Modes
shaded rendering
Rendering in solidThinking
shader classes
Shaders
shader definition
Shaders
shader tree
Creating Materials
Shaders
Shaders
Shaders: background
Background Shaders
Shaders: color
Colour Source Shaders
Shaders: displacement
Displacement Shaders
Shaders: emission
Defining Lights for Radiosity
Shaders: foreground
Foreground Shaders
Shaders: light source
Light Source Shaders
Shaders: reflectance
Reflectance Model Shaders
Shaders: texture space
Texture Space Shaders
Shaders: transparency
Transparency Source Shaders
shading
Rendering in solidThinking
shading panel
Creating Materials
The Shading panel
shadow mapping
Shadows
shadow ray casting
Shadows
Shadows
Shadows
Status filters
Shadows: creation
Shadows
Shadows: do not cast
Controlling Shadow Production for Each Object
Modifying the Status of an Object
Shadows: do not receive
Controlling Shadow Production for Each Object
Shadows: production
Controlling Shadow Production for Each Object
Sharp corners factor
Simplify
Sharp edges factor
Simplify
shear
Shear
Shift
Shortcuts
shortcuts
Shortcuts
show edges
Edges Editing
show knots
NURBS Surface Editing
Show normals
FacesEditing
VerticesEditing
show/hide buttons
The World Browser
show/hide construction tree
The World Browser
Simplify
Simplify
Simplify curve
Simplify curve
Simplify surface
SimplifySurf
single line
Single Line
six-sided box
Cube
Skin
Skin
Skin: interpolation method
Skin
skipping console prompts
The Console
sky
Light Source Shaders
Light Source Types
sky (radiosity)
Defining Lights for Radiosity
slave curve
Curve Tangency Align
slave surface
TangencyAlign
slider bar
Message Boxes
Smoothing
Edges Editing
smoothing a polygonal surface
Edges Editing
Smoothness
TangencyAlign
snap disabled
Snap Options
snap in 3D
Snap Options
snap options
Snap Options
snap to centerpoint
Snap Options
snap to curve
Snap Options
snap to endpoint
Snap Options
snap to grid
Snap Options
snap to midpoint
Snap Options
snap to point
Snap Options
snap to tangent
Snap Options
snow
Foreground Shaders
solid clouds
Colour Source Shaders
solid polka
Colour Source Shaders
solid texture
Textures
solidThinking file format
Saving your Work
Solution method
Fit Points Cloud
source object
Replicate
spacebar
The Console
Working Modes
SPARSE
Fit Points Cloud
sphere
Sphere
spherical
Texture Space Shaders
Spine curve
Stretch
spine-based-skin
Loft
spiral
Helix
spline interpolation
Skin
spline V order
Skin
Split
FacesEditing
Split curve
Split curve
Split Poly
Split Polygon
splitting surfaces
Intersect
spot
Light Source Shaders
Light Source Types
spot light for radiosity
Defining Lights for Radiosity
square
Coons
st
Saving your Work
standard units
Preferences
status filters
Modifying the Status of an Object
Status filters
step
Replicate
STL
Starting solidThinking
Tools Spec
Stretch
Stretch
Stretch curv
Stretch
Stretch curve
LinearStretch
SubCurve Length
SubCurve Length
Subdivision
PolyfromNURBS
subdivision factor
Surface Tesselate
subdivision surface
Subdivision Surface
subdivisions
Customize View Detail
subdivisions factor
PolyfromNURBS
super-sampling
FFAA
Surface area
Surface Area
Surface Curvature
Surface Curvature
surface evaluation
Colour Source Shaders
surface intersection
Intersect
surface offset
Surface Offset
surface quality
Birail
Loft
Pipe
Surface Offset
Surface Tangency align
TangencyAlign
surface tessellate
Surface Tesselate
Surface volume
Surface Volume
SVD single value decomp.
Fit Points Cloud
sweep
Extrude
Pipe
system requirements
System Requirements
t-direction
The Texture Coordinate System
tab
Message Boxes
tangecy incident angle
TangencyAlign
Tangency
TangencyAlign
tangency align
Curve Tangency Align
tangency plane
Curve Tangency Align
tangent arc
Tangent Arc
tangent circle
2 Point Tangent Circle
Tangent Circle
taper
Taper
tapering an object
Taper
target
New Light
technical support
Technical Support
tessellate
Surface Tesselate
tessellation
Customize View Detail
text
3D Text
texture
Textures
texture coordinate system
The Texture Coordinate System
texture folder
Preferences
texture placement
Texture Placement
texture space
The Texture Coordinate System
texture space shaders
Texture Space
Texture Space Shaders
textured mode
View Modes
Textures folder
Starting solidThinking
texturing
Texture Placement
texturing uneven surfaces
Texture Placement
Tg length
Fill Hole
threshold
Edges Editing
FFAA
TIF
Image Output Formats
Tools Spec
TIFF
Image Output Formats
title bar
Modeling Views
to
Translate
toggle object/edit mode
Edit menu
Working Modes
tolerance
NURBS Surface Editing
tools menu
Tools Menu
top view
Modeling Views
torus
Torus
track
Orthographic Views
Perspective View
transformation inspector
The Inspector
transformations
Transformations
translate
Translate
translate snap
Snap Options
translation
Translate
translucency
Reflectance Model Shaders
translucent plastic
Reflectance Model Shaders
transparency shaders
Transparency Source Shaders
Triangulate
FacesEditing
trim
Trim
trim curves
Trim
trimmed surface
Trim
turns
Helix
two planes
Background Shaders
U and V repeat
Texture Placement
U direction
Curves
U order
NURBS Surface Editing
un-joining points
NURBS curve
Uncombine
Edit menu
undo
Edit menu
undo buffer
Preferences
uneven surfaces, texturing
Texture Placement
ungroup
Modifying the Status of an Object
Selection Menu
union
Intersect
units
Depth of Field
Preferences
unshot
Defining Lights for Radiosity
up
New Camera
User Interface
Introduction
User Interface: specs
User Interface Specs
UV parameters
About NURBS Surfaces
uv shader
Texture Space Shaders
V direction
About NURBS Surfaces
V order
Extrude
NURBS Surface Editing
vertex
VerticesEditing
Vertical Subdivisions
PolyCylinder
vertices
PolyMesh Info
VerticesEditing
Vertices editing
VerticesEditing
View
Modeling Views
View: detail
View Detail
View: division
layout
View: enlarging a
Modeling Views
View: layout
layout
View: modes
View Modes
view menu
View Menu
view-dependent radiosity solution
Computing Radiosity Values
view-dependent rotation
Rotate
visibility
Status filters
visible grids
Grids Setting
visual representation
View Detail
Visualization engine
Preferences
Volume
Surface Volume
volume of a closed surface
Surface Volume
VRML
Starting solidThinking
Tools Spec
warp
Warp
watts
Defining Lights for Radiosity
weight
2 Point Tangent Circle
3 Point Arc
3 Point Circle
Fillet Arc
Focal Point Ellipse
Line-Arc
NURBS curve
NURBS Surface Editing
Point Bitangent Circle
Preferred Arc
Preferred Circle
Preferred Ellipse
Tangent Arc
Tangent Circle
weighted
Cylinder
Disk
Lathe
Sphere
Torus
weighted primitives
Primitives in solidThinking
Weld vertices
PolyfromNURBS
PolyfromNURBSCVs
VerticesEditing
width
Cube
Windows
System Requirements
wireframe
Rendering the Scene
View Modes
wood
Colour Source Shaders
Working
Working Modes
Working: on construction curves
The Construction Tree
Working: on control points
NURBS Surface Editing
Working: on groups
Working Modes
Working: on hotspots
Working Modes
Working: on objects
Working Modes
Working: on points
Working Modes
working modes
Working Modes
world coordinate system
euclidean coordinate system
wrapped anisotropic
Reflectance Model Shaders
wrapped brick
Colour Source Shaders
wrapped bump map
Displacement Shaders
wrapped checker
Colour Source Shaders
Transparency Source Shaders
wrapped circular anisotropic
Reflectance Model Shaders
wrapped diagonal
Colour Source Shaders
wrapped dimple
Displacement Shaders
wrapped filtered image
Colour Source Shaders
wrapped grid
Colour Source Shaders
Transparency Source Shaders
wrapped image
Colour Source Shaders
Transparency Source Shaders
wrapped knurl
Displacement Shaders
wrapped mask
Transparency Source Shaders
wrapped mirror map
Reflectance Model Shaders
wrapped polka
Colour Source Shaders
wrapped rough
Displacement Shaders
wrapped s stripe
Colour Source Shaders
wrapped square
Transparency Source Shaders
wrapped t stripe
Colour Source Shaders
wrapped texture
Textures
wrapped textured brick
Colour Source Shaders
wrapped tread plate
Displacement Shaders
x plane
Texture Space Shaders
x-axis
The Application Toolbar
XYZ coordinates
MetaCURVE
NURBS curve
y plane
Texture Space Shaders
y-axis
The Application Toolbar
z plane
Texture Space Shaders
z-axis
The Application Toolbar
Zoom
Orthographic Views
Zoom: zoom extent
The Application Toolbar
Zoom: zoom extent all
The Application Toolbar
zoom extent
View Menu
zoom extent all
View Menu