Autodesk 663B1-05A111-1001 User Guide - Page 283

Level, Divisions Per Face, Maximum Number of Polygons, Original Object, Uniform, Poly Count, Adaptive

Page 283 highlights

12 | Basics Menus Reference > Modify > Convert > Subdiv to Polygons Uniform Uniform tessellation produces a polygon with an equal number of faces for each of the subdivision surface's base mesh faces (faces at level 0). Poly Count Polygon Count is the same method as Uniform, but with a threshold value beyond which the conversion fails. Use Maximum Number of Polygons to set this value. The resulting polygon will have at most this many polygons, but there is no guarantee that the number will be exact. Adaptive Adaptive tessellation produces a polygon with an equal number of faces for each of the finest level faces on the subdivision surface. The more refinement you've made to a region of the subdivision surface, the more faces the resulting polygon will have for that same region. Use Divisions Per Face to control the number of faces produced for each finest level face. Vertices Produces a polygon that matches the vertices on the subdivision surface. The polygon matches vertices to the level specified in the Level option. Level If you are using the Uniform option, set the level to determine how many faces are to be used in the tessellation. For example, if Level is 3, the faces at level 3 are used in the tessellation. Divisions Per Face Specify how many times each face should be divided when performing a Uniform or Adaptive tessellation. Increasing this value smooths the polygonal surface. Maximum Number of Polygons Sets the threshold number of polygons used by Polygon Count tessellation. Original Object Select what you want done with the original selected object after tessellation. Use the Original Object settings to maintain a form of construction history, as these override the global construction history settings. Replace The subdivision surface is deleted when the polygonal surface is created. This is the default. Hide Hide keeps the subdivision surface, but hides it when the polygonal surface is created. The source object can be viewed in the Hypergraph and Outliner (select Input and Output Connections), and made visible in the modeling view by using Display > Show > Show Selection or All. Show Show keeps the subdivision surface and keeps it visible in the modeling view. Basics 283

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12 | Basics Menus
Reference > Modify > Convert > Subdiv to Polygons
Basics
283
Uniform
Uniform tessellation produces a polygon with an equal
number of faces for each of the subdivision surface’s
base mesh faces (faces at level 0).
Poly Count
Polygon Count is the same method as Uniform, but with
a threshold value beyond which the conversion fails. Use
Maximum Number of Polygons to set this value. The
resulting polygon will have at most this many polygons,
but there is no guarantee that the number will be exact.
Adaptive
Adaptive tessellation produces a polygon with an equal
number of faces for each of the finest level faces on the
subdivision surface. The more refinement you’ve made
to a region of the subdivision surface, the more faces
the resulting polygon will have for that same region. Use
Divisions Per Face to control the number of faces
produced for each finest level face.
Vertices
Produces a polygon that matches the vertices on the
subdivision surface. The polygon matches vertices to the
level specified in the Level option.
Level
If you are using the Uniform option, set the level to determine how many
faces are to be used in the tessellation. For example, if Level is 3, the faces
at level 3 are used in the tessellation.
Divisions Per Face
Specify how many times each face should be divided when performing a
Uniform or Adaptive tessellation. Increasing this value smooths the polygonal
surface.
Maximum Number of Polygons
Sets the threshold number of polygons used by Polygon Count tessellation.
Original Object
Select what you want done with the original selected object after tessellation.
Use the Original Object settings to maintain a form of construction history, as
these override the global construction history settings.
Replace
The subdivision surface is deleted when the polygonal
surface is created. This is the default.
Hide
Hide keeps the subdivision surface, but hides it when
the polygonal surface is created. The source object can
be viewed in the Hypergraph and Outliner (select Input
and Output Connections), and made visible in the
modeling view by using Display > Show > Show Selection
or All.
Show
Show keeps the subdivision surface and keeps it visible
in the modeling view.