Autodesk 663B1-05A111-1001 User Guide - Page 284

Modify > Convert > Subdiv to NURBS, Modify > Convert > Texture to Geometry, Share UVs, Original Object

Page 284 highlights

12 | Basics Menus Reference > Modify > Convert > Subdiv to NURBS Share UVs With this option turned on, the resulting polygon will maintain existing UV mesh borders. If this option is off, UV borders are created for each polygonal face. Modify > Convert > Subdiv to NURBS Original Object Specifies what happens to the source object after conversion. Replace Deletes the original object, leaving only the original transform node. To maintain the scene hierarchy, maya keeps the original transform node and makes the resulting NURBS patches children of it. Hide and Show These options keep the original object. If you have construction history turned on, you can still edit the original subdivision surface to change the resulting NURBS patches. With Hide, the original is hidden from view. If you later want to display and edit the original, select it in the Outliner and choose Display > Show > Show Selection. Output Type Instead of NURBS, you can choose to create a Bezier surface by turning on the Beziers option. You can export Beziers surfaces for use with some game engines. If you perform operations from the Edit NURBS menu, such as inserting an isoparm, the surface will switch from Bezier to NURBS. To switch back to Bezier, use Edit NURBS > Rebuild Surfaces. Modify > Convert > Texture to Geometry Texture to Geometry converts an image into geometry by creating a polygonal mesh that is subdivided based on the colors in the image. The subdivided faces on the mesh can be assigned a shading material with a similar color to the original image. The subdivided polygonal mesh can then be used as is, or be made to wrap onto the original polygonal mesh so it appears in the same location as the original texture map. The original texture image is not modified Related topics ™ "Convert textures to a polygon mesh" on page 50 ™ "Convert Texture to Geometry workflow tips" on page 53 Basics 284

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Basics
284
12 | Basics Menus
Reference > Modify > Convert > Subdiv to NURBS
Share UVs
With this option turned on, the resulting polygon will maintain existing UV
mesh borders. If this option is off, UV borders are created for each polygonal
face.
Modify > Convert > Subdiv to NURBS
Original Object
Specifies what happens to the source object after conversion.
Replace
Deletes the original object, leaving only the original transform node. To
maintain the scene hierarchy, maya keeps the original transform node and
makes the resulting NURBS patches children of it.
Hide and Show
These options keep the original object. If you have construction history turned
on, you can still edit the original subdivision surface to change the resulting
NURBS patches. With Hide, the original is hidden from view. If you later want
to display and edit the original, select it in the Outliner and choose Display >
Show > Show Selection.
Output Type
Instead of NURBS, you can choose to create a Bezier surface by turning on
the Beziers option. You can export Beziers surfaces for use with some game
engines.
If you perform operations from the Edit NURBS menu, such as inserting an
isoparm, the surface will switch from Bezier to NURBS. To switch back to
Bezier, use Edit NURBS > Rebuild Surfaces.
Modify > Convert > Texture to Geometry
Texture to Geometry converts an image into geometry by creating a polygonal
mesh that is subdivided based on the colors in the image. The subdivided faces
on the mesh can be assigned a shading material with a similar color to the
original image. The subdivided polygonal mesh can then be used as is, or be
made to wrap onto the original polygonal mesh so it appears in the same location
as the original texture map. The original texture image is not modified
Related topics
”Convert textures to a polygon mesh” on page 50
”Convert Texture to Geometry workflow tips” on page 53