This command tessellates a subdivision surface and produces polygon. The name of the new polygon is returned. If construction history is ON, then the name of the new dependency node is returned as well.
Long name (short name) | Argument Types | Properties | |
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addUnderTransform (aut) | bool | ||
applyMatrixToResult (amr) | bool | ||
If true, the matrix on the input geometry is applied to the object and the resulting geometry will have identity matrix on it. If false the conversion is done on the local space object and the resulting geometry has the input object’s matrix on it.Default:trueAdvanced flags |
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caching (cch) | bool | ||
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connectShaders (cs) | bool | ||
If true, all shader assignment will be copied from the original subdiv surface to the converted polygonal surface.Default:trueFlag can appear in Create mode of commandFlag can have multiple arguments, passed either as a tuple or a list. |
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constructionHistory (ch) | bool | ||
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copyUVTopology (cut) | bool | ||
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depth (d) | int | ||
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extractPointPosition (epp) | bool | ||
Determines how the position of a mesh point is calculated If on the position of the mesh point is returned. If off the position of the point of the surface is returned.Default:false |
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format (f) | int | ||
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inSubdCVId (inSubdCVId) | int, int | ||
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inSubdCVIdLeft (isl) | int | ||
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inSubdCVIdRight (isr) | int | ||
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maxPolys (mp) | int | ||
The maximum number of polygons at which by polygons tessellates. If this attribute is greater than zero, it will override the sample count and depth attributes.Default:0 |
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name (n) | unicode | ||
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nodeState (nds) | int | ||
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object (o) | bool | ||
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outSubdCVId (os) | int, int | ||
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outSubdCVIdLeft (osl) | int | ||
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outSubdCVIdRight (osr) | int | ||
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outv (ov) | int | ||
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sampleCount (sc) | int | ||
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shareUVs (suv) | bool | ||
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subdNormals (un) | bool | ||
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Derived from mel command maya.cmds.subdToPoly
Example:
import pymel.core as pm
import maya.cmds as cmds
# To create a new polygon from a subdivision surface:
pm.subdToPoly( 'subd1' )