On the General panel of the Preference Settings dialog, you set options for the user interface and for interactivity.
To set and toggle spinner snap:
Customization
Preferences
Preference Settings dialog
General tab.
Either method open the Preferences dialog to the General panel. The two controls for spinner snap are in the Spinners group on this panel.
When you exit the dialog, spinner snap is on.
To set the Undo level:
Customization
Preferences
Preference Settings dialog
General panel.
The higher the value of Undo Levels, the more system resources are required. The default value is 20.

Normally, each transform switches to the coordinate system and transform center used the last time the transform was active.
When on, the assigned material becomes part of the new Multi/Sub-Object material, and is assigned to the face selection. When off, the assigned material is assigned to the entire object.
You can select which direction causes a window selection and which causes a crossing selection in the Scene Selection group. When you drag a window selection, the selection region is displayed with a solid line; when you drag a crossing selection, the selection region is displayed with dashed lines.
Sets the size of the brush used by Paint Selection Region.
This option is applicable only when the command panel displays multiple columns.
These options choose how to display and render Normal Bump maps in Nitrous viewports and Quicksilver renderings.
The Normal Bump Mode choice does not affect how Render to Texture bakes normal maps.
In this mode, the vertex tangent and binormal (bitangent) are perpendicular to the face normal. The face normal is always perpendicular to the triangle face. During pixel shading, the tangent and binormal interpolated from triangle vertices are used in the normal bump calculation.
In this mode, the vertex tangent and binormal are perpendicular to the vertex normal. Vertex normals take their smoothing group into account. During pixel shading, the tangent and binormal interpolated from triangle vertices are orthogonalized against the normal before the normal bump calculation.
In this mode, the vertex tangent and binormal are perpendicular to the vertex normal. During pixel shading, the tangent and binormal interpolated from triangle vertices are used in the normal bump calculation.
For more information, see the
3ds Max SDK Programmer's Guide
3ds Max SDK Features
Rendering
Texture Maps
Bump Mapping
Tangents And Bitangents Generation section.
Mikk-T Choose this this option if you want to render or bake normal maps to be compatible with Mikk-T in 3dsMax.
Calculate bitangent per pixel Enable this option when rendering to sync with another application from which the normal map was baked, or when baking to sync with another application where the baked normal map will be used.
Each movement of the mouse is redrawn, so the cross hairs are relatively slow. If you want to create a keyboard shortcut, find
Cross Hair Cursor toggle in Customize menu
Customize User Interface
Keyboard panel and specify the keys to use for the shortcut. To change the color of the cross-hairs cursor, go to Customize menu
Customize User Interface
Colors panel
Viewports
Cross Hair Cursor and use the color selector to change the cursor color.
If you create a vertical custom toolbar that uses text rather than image buttons, you can use this option to display either horizontal or vertical text.
To use this feature, turn on the Horizontal Text In Vertical Toolbar switch, turn on this option, and then set a maximum display size for the text button in pixels. For custom vertical toolbars with text buttons, this option limits the size of the text display.
Renderable setting from the properties of the active layer. When Use Real-World Texture Coordinates is on, the Use Real-World Scale (for 2D maps) and Real-World Map Size options are also on. Real-World Map Size is available for objects such as primitives and modifiers such as UVW Map.