Editable Mesh (Object)
Command entry:Select an editable mesh object or object with the Edit Mesh modifier applied. Modify panel
Command entry:Select an editable mesh object. Quad menu Tools 1 quadrant Top-Level

Editable Mesh (Object) controls are available when no sub-object levels are active. These controls are also available at all sub-object levels, and work the same at each level, except as noted in Edit Geometry Rollout (Mesh).


Selection rollout

For information on the Selection rollout settings, see Selection Rollout (Editable Mesh).

Edit Geometry rollout

See Edit Geometry Rollout (Mesh) for detailed descriptions of these controls.

Surface Properties rollout

Specifies surface approximation settings for subdividing the editable mesh. These controls work like the surface approximation settings for NURBS surfaces. They are used when you apply a Displacement map to the editable mesh.

NoteThe Surface Properties rollout is available only for editable mesh objects; it does not appear in the Modify panel for an object to which the Edit Mesh modifier is applied. With Edit Mesh-modified objects, you can use the Disp Approx modifier to the same effect.
Subdivision Displacement

When on, faces are subdivided to accurately displace the mesh, using the method and settings you specify in the Subdivision Presets and Subdivision Method group boxes. When off, the mesh is displaced by moving existing vertices, the way the Displace modifier does. Default=off.

Split Mesh

Affects the seams of displaced mesh objects; also affects texture mapping. When on, the mesh is split into individual faces before it is displaced; this helps preserve texture mapping. When off, the mesh is not split and an internal method is used to assign texture mapping. Default=on.

TipThis parameter is required because of an architectural limitation in the way displacement mapping works. Turning Split Mesh on is usually the better technique, but it can cause problems for objects with clearly distinct faces, such as boxes, or even spheres. A box's sides might separate as they displace outward, leaving gaps. And a sphere might split along its longitudinal edge (found in the rear for spheres created in the Top view) unless you turn off Split Mesh. However, texture mapping works unpredictably when Split Mesh is off, so you might need to add a Displace Mesh modifier and make a snapshot of the mesh. You would then apply a UVW Map modifier and then reassign mapping coordinates to the displaced snapshot mesh.

Subdivision Presets group & Subdivision Method group

The controls in these two group boxes specify how the displacement map is applied when Subdivision Displacement is on. They are identical to the Surface Approximation controls used for NURBS surfaces.