Converts NURBS surfaces to mesh objects.
If this option is ON and the surface has already been tessellated through WindowDisplay > Hardware Shade or the Diagnostic Shading panel, that tessellation is used, and does not need to be recalculated. Otherwise the tessellation parameters from the Control Panel are used.
If this option is OFF, the tessellation is recalculated based on the values of the following options.
Fast – Tessellates more quickly and less accurately.
Accurate – Tessellates more accurately and more slowly.
The same option is used in the option window of WindowDisplay > Hardware Shade.
Controls how accurately surfaces are tessellated. The slider range is 0.0001 to 1.0. The default value is 0.1.
The same tolerance value is found in the option window of WindowDisplay > Hardware Shade.
This option only appears if Tessellator is set to Accurate.
If checked, a Max edge length slider appears, to control how large the triangles can get. If unchecked, there is no limit on the size of the triangles.
Specifies the maximum length of any triangle edge (in current linear units).
When checked, this option ensures that shells are converted to meshes that contain no gaps or T-edges, hence producing better results for visualization and conversion to STL format.
This option is only available when Tessellate shells is turned on.
Modeling – Coincident vertices are merged and normals are averaged at the merged vertices. This is the recommended option for modeling purposes. It also reduces file size.
Visualize – Normals are preserved. Hence, coincident vertices are only merged if they also have coincident normals. This is the default, as it is the recommended option to use on shells that have been converted to meshes for visualization purposes.