Select one of the following tessellation methods.
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tessellation produces a polygon with an equal number of faces for each of the subdivision surface’s base mesh faces (faces
at level 0).
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is the same method as , but with a threshold value beyond which the conversion fails. Use 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.
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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 to control the number of faces produced for each finest level face.
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Produces a polygon that matches the vertices on the subdivision surface. The polygon matches vertices to the level specified
in the option.
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If you are using the option, set the level to determine how many faces are to be used in the tessellation. For example, if is 3, the faces at level 3 are used in the tessellation.
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Specify how many times each face should be divided when performing a or tessellation. Increasing this value smooths the polygonal surface.
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Sets the threshold number of polygons used by tessellation.
Select what you want done with the original selected object after tessellation. Use the settings to maintain a form of construction history, as these override the global construction history settings.
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The subdivision surface is deleted when the polygonal surface is created. This is the default.
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keeps the subdivision surface, but hides it when the polygonal surface is created. The source object can be viewed in the and (select ), and made visible in the modeling view by using Display > Show > or .
- Show
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Show keeps the subdivision surface and keeps it visible in the modeling view.
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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.
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