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Subdivide and smooth faces of the entire polygonal object.

See the documentation for the parent node polyModifier for more details.

Node nameParentsClassificationMFn typeCompatible function sets
polySmoothProxypolyModifiergeometrykPolySmoothProxykBase
kNamedObject
kDependencyNode
kMidModifier
kPolySmoothProxy

Related nodes

polySmoothFace, polyTweak, polyTweakUV, polyMapCut, polyMapDel, polyMapSew, polyNormal, polyMoveUV, polyMoveFacetUV, polyFlipEdge, polySmooth, polyReduce, polyDelFacet, polyDelVertex, polyMergeFace, polySplit, polyAppendVertex, polySubdFace, polyCollapseF, polyCloseBorder, polyAppend, polyCollapseEdge, polyTriangulate, polyDelEdge, polyMergeEdge, polyColorPerVertex, polyNormalPerVertex, deleteUVSet, polySeparate

Attributes (18)

boundaryRule, cachedSmoothMesh, continuity, degree, divisionsPerEdge, exponentialLevel, keepBorder, keepHardEdge, keepMapBorders, linearLevel, maya2008Above, maya65Above, method, multiEdgeCrease, propagateEdgeHardness, pushStrength, roundness, smoothUVs

Long name (short name)TypeDefaultFlags
cachedSmoothMesh (csm) meshNULLoutputinputconnectablehidden
Cached smooth mesh (for faster updates).
method (mth) enum0outputinputconnectablestorablekeyable
Type of smoothing algorithm to use 0 - exponential - traditional smoothing 1 - linear - number of faces per edge grows linearly
exponentialLevel (el) short1outputinputconnectablestorablekeyable
The number of recursive quad subdivisions to perform on each face.
continuity (c) float1outputinputconnectablestorablekeyable
The smoothness parameter. Range is [0,1]. Default value of 1 smooths the faces as much as possible. Value of 0 subdivides faces only.
smoothUVs (suv) boolfalseoutputinputconnectablestorablekeyable
If true: UVs as well as geometry will be smoothed
keepBorder (kb) booltrueoutputinputconnectablestorablekeyable
If true: border edges will not be smoothed.
keepHardEdge (khe) boolfalseoutputinputconnectablestorablekeyable
If true: hard edges will not be smoothed.
boundaryRule (bnr) enum1outputinputconnectablestorable
Controls how boundary edges and vertices are creased. By default, creases are automatically applied to all boundary edges and all vertices that have only 2 incident edges prior to converted to a smooth mesh. Users can control this behavior by modifying this enum. The options are 0 - use the original legacy algorithm which did not automatically crease boundary edges and vertices. 1 - default setting, apply creasing 2 - apply creasing to edges only
propagateEdgeHardness (peh) boolfalseoutputinputconnectablestorable
If true: edges which are a result of smoothed edges will be given the same value for their edge hardness. New subdivided edges will always be smooth.
keepMapBorders (kmb) enum1outputinputconnectablestorablekeyable
Treatment of UV map borders 0 - all map border edges will be smoothed 1 - map borders that are also geometry borders will be smoothed 2 - no map borders will be smoothed
linearLevel (ll) short1outputinputconnectablestorablekeyable
The number of recursive quad subdivisions to perform on each face.
divisionsPerEdge (dpe) integer1outputinputconnectablestorablekeyable
Number of subdivisions along one edge for each step.
degree (deg) integer3outputinputconnectablestorable
Degree of the resulting limit surface
pushStrength (ps) float0.0outputinputconnectablestorablekeyable
0 is approximation, 1 is interpolation scheme
roundness (ro) float0outputinputconnectablestorablekeyable
When 1, push vectors are renormalized to keep length constant
multiEdgeCrease (mec) booltrueoutputinputconnectablestorablehidden
Treat adjacent edges as part of a single crease or treat each edge independently
maya65Above (ma) boolfalseoutputinputconnectablestorablehidden
Internal attribute to handle file compatibilty
maya2008Above (mn) boolfalseoutputinputconnectablestorablehidden
Internal attribute to handle file compatibilty