This command tesselates a NURBS surface and produces a polygonal surface. The name of the new polygonal surface 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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caching (cch) | bool | ||
chordHeight (cht) | float | ||
Chord height is the absolute distance in OBJECT space which the center of a polygon edge can deviate from the actual center of the surface span. Only used if Format is General and if useChordHeight is true.Default:0.1 |
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chordHeightRatio (chr) | float | ||
Chord height ratio is the ratio of the chord length of a surface span to the chord height. (This is a length to height ratio). 0 is a very loose fit. 1 is a very tight fit. (See also description of chord height.) Always used if Format is Standard Fit. Otherwise, only used if Format is General and useChordHeightRatio is true.Default:0.9 |
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constructionHistory (ch) | bool | ||
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curvatureTolerance (cvt) | int | ||
delta (d) | float | ||
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edgeSwap (es) | bool | ||
Edge swap. This attribute enables an algorithm which determines the optimal method with which to tessellate a quadrilateral into triangles. Only used if Format is General.Default:false |
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explicitTessellationAttributes (eta) | bool | ||
format (f) | int | ||
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fractionalTolerance (ft) | float | ||
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matchNormalDir (mnd) | bool | ||
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matchRenderTessellation (mrt) | bool | ||
minEdgeLength (mel) | float | ||
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name (n) | unicode | ||
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nodeState (nds) | int | ||
normalizeTrimmedUVRange (ntr) | bool | ||
This attribute is only applicable when a trimmed NURBS surface is used as the input surface. When true, the UV texture coordinates on the trimmed input surface are normalized and applied to the output surface as they are for the untrimmed version of the input surface. (The texture coordinates on the entire untrimmed surface are mapped to the entire output surface.) When false, the UV texture coordinates on the trimmed input surface are applied to the output surface as they are for the trimmed input surface. (Only the texture coordinates visible on the trimmed input surface are mapped to the output surface.)Default:trueCommon flags |
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object (o) | bool | ||
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polygonCount (pc) | int | ||
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polygonType (pt) | int | ||
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smoothEdge (ues) | bool | ||
smoothEdgeRatio (esr) | float | ||
uDivisionsFactor (nuf) | float | ||
uNumber (un) | int | ||
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uType (ut) | int | ||
Initial U type tessellation criteria (3 types). Type 0 - Per surface # of isoparms in 3D. This type places a specific number of iso-parametric subdivision lines across the surface, equally spaced in 3D space. Type 1 - Per surface # of isoparms. This type places a specific number of iso-parametric subdivision lines across the surface, equally spaced in parameter space. Type 2 - Per span # of isoparms. This type places a specific number of iso-parametric subdivision lines across each surface span, equally spaced in parameter space. (This is the closest option to the Alias Studio tessellation parameters.) This attribute is only used if Format is General.Default:3 |
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useChordHeight (uch) | bool | ||
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useChordHeightRatio (ucr) | bool | ||
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useSurfaceShader (uss) | bool | ||
vDivisionsFactor (nvf) | float | ||
vNumber (vn) | int | ||
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vType (vt) | int | ||
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Derived from mel command maya.cmds.nurbsToPoly
Example:
import pymel.core as pm
# To create a new polygonal surface from a NURBS surface:
pm.nurbsToPoly( 'nurbsSphere1' )
# To create a new polygonal surface from a NURBS surface with
# history so that the tesselation can be edited afterwards:
pm.nurbsToPoly( 'nurbsSphere1', ch=True )