Go to: Related nodes. Attributes.

 Manage the grouping : components group.

 Manage the tweak, used for moving points (translate, rotate, scale),
 the tweak attributes can be animated.

 Manage all display options (normal, center, border, edge style, ...).

 Manage partial attributes used for ascii I/O : aPoints aVertex aEdges aUvpoints aFaces.

 Manage the tesselation's criterions for the polygonal's displacement :
 aUseMaxEdgeLength aUseMinEdgeLength aUseMaxSubd aUseMaxUv aUseMinScreen
 aUseNumTriangles aNumTriangles aMaxEdgeLength aMinEdgeLength aMaxSubd aMaxUvaMinScreen.

Node nameParentsMFn typeCompatible function sets
meshsurfaceShapekMeshkBase
kNamedObject
kDependencyNode
kDagNode
kShape
kGeometric
kSurface
kMesh

Related nodes

polyCreator, polyCreateFace, polyPrimitive, polyTorus, polyPlane, polyCube, polyCone, polySphere, polyCylinder, polyUnite, polyBoolOp, polyBlindData

Attributes (157)

Attribute quick index omitted (too many attributes to show them all).

Long name (short name)TypeDefaultFlags
inMesh (i) meshNULLoutputinputconnectable
The input (creation) mesh.
outMesh (o) meshNULLoutputinputconnectablestorable
The output (local space) mesh.
outGeometryClean (ogc) Messagen/aoutputinputconnectablehidden
Tells if aOutMesh is only dirty due to tweak change.
cachedInMesh (ci) meshNULLoutputinputstorable
Internal cached input mesh used only for file I/O. This attribute is for internal use and should never be directly manipulated by the user. If it is modified the results will be unpredictable.
worldMesh (w) meshNULLarrayoutputconnectable
The world space meshes.
outSmoothMesh (os) meshNULLoutputinputconnectablehidden
The smoothed output (local space) mesh.
cachedSmoothMesh (cs) meshNULLoutputinputconnectablehidden
The cached smoothed mesh, that holds all the meshes from different levels of subdivision
smoothWarn (sw) booltrueoutputinputconnectablestorablehidden
Check for reasonable face count before smoothing.
smoothLevel (lev) short2outputinputconnectablestorable
The level of smoothing to perform on the mesh.
continuity (co) float1outputinputconnectablestorable
The smoothness parameter. Range is [0,1]. Default value of 1 smooths the faces as much as possible. Value of 0 subdivides faces only.
smoothUVs (suv) booltrueoutputinputconnectablestorable
If true: UVs as well as geometry will be smoothed
keepBorder (kb) boolfalseoutputinputconnectablestorable
If true: border edges will not be smoothed.
keepHardEdge (khe) boolfalseoutputinputconnectablestorable
If true: hard edges will not be smoothed.
propagateEdgeHardness (peh) boolfalseoutputinputconnectablestorable
If true: The smooth mesh preview edges which are a result of edges from the base cage will share the same hardness value.
keepMapBorders (kmb) enum1outputinputconnectablestorable
Treatment of UV map borders 0 - all map border edges will be smoothed 1 - map borders that are also geometry borders will be smoothed 2 - no map borders will be smoothed
smoothOffset (so) float3outputinputconnectablestorable
The offset that will be added to the smoothed mesh. By default, no offset will be added. Leaving this to default will improve performance.
sofx (sx) float0outputinputconnectablehidden
Offset in x.
sofy (sy) float0outputinputconnectablehidden
Offset in y.
sofz (sz) float0outputinputconnectablehidden
Offset in z.
displaySubdComps (dsc) boolfalseoutputinputconnectablestorable
Controls if the subdivided components should be displayed or not.
useSmoothPreviewForRender (uspr) booltrueoutputinputconnectablestorable
If true: use the preview smooth level for rendering. smooth render level
renderSmoothLevel (rsl) short2outputinputconnectablestorable
The level of smoothing to perform when rendering the mesh.
useMaxEdgeLength (uxe) boolfalseoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the maximum triangle edge length value.
useMinEdgeLength (uie) boolfalseoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the minimum triangle edge length value.
useMaxSubdivisions (uxs) boolfalseoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the maximum subdivision level value.
useMaxUV (uxu) boolfalseoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the maximum UV quad size value.
useMinScreen (uns) booltrueoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the minimum triangle screen size.
useNumTriangles (unp) boolfalseoutputinputconnectablestorable
Specifies if the decision to continue tessellation should be based on the number of triangles to produce.
numTriangles (nt) integer100outputinputconnectablestorable
Specifies the maximum number of triangles for the entire tessellation.
maxEdgeLength (mxe) float0.1outputinputconnectablestorable
Specifies the maximum length of a triangle edge for the tessellation.
minEdgeLength (mne) float0.01outputinputconnectablestorable
Specifies the minimum length of a triangle edge for the tessellation.
maxSubd (mxs) integer5outputinputconnectablestorable
Specifies the maximum subdivision level for the tessellation.
maxUv (xuv) float0.5outputinputconnectablestorable
Specifies the maximum UV rectangle size in parametric space for the tessellation.
minScreen (mns) float14outputinputconnectablestorable
Specifies the maximum screen size (in pixels) a triangle can be for tessellation.
maxTriangles (tsl) integer60000outputinputconnectablestorable
Maximum numbers of triangles generated from an initial triangle.
pnts (pt) float3arrayoutputinputconnectablestorable
This attribute is the array of vertex tweaks (relative movements). The attribute values are always significant regardless of whether the object has history or not.
pntx (px) distance (float)0.0cmoutputinputconnectablekeyable
Vertex position tweak in x.
pnty (py) distance (float)0.0cmoutputinputconnectablekeyable
Vertex position tweak in y.
pntz (pz) distance (float)0.0cmoutputinputconnectablekeyable
Vertex position tweak in z.
vrts (vt) float3arrayoutputinputstorablehidden
This is an internal attribute representing local space vertex position, used for file I/O. It should never be directly manipulated by the user. If it is modified, the results will be unpredictable.
vrtx (vx) float0.0outputinputconnectablehidden
Vertex position in x.
vrty (vy) float0.0outputinputconnectablehidden
Vertex position in y.
vrtz (vz) float0.0outputinputconnectablehidden
Vertex position in z.
edge (ed) long3arrayoutputinputstorablehidden
Polygon Edges.
edg1 (e1) integer0outputinputconnectablehidden
Polygon first point of edge.
edg2 (e2) integer0outputinputconnectablehidden
Polygon second point of edge.
edgh (eh) integer0outputinputconnectablehidden
Polygon the hard or smooth information of edge.
uvpt (uv) float2arrayoutputinputstorablehidden
Polygon uvPoints.
uvpx (ux) float0.0outputinputconnectablehidden
Polygon uvPointX.
uvpy (uy) float0.0outputinputconnectablehidden
Polygon uvPointY.
colors (clr) compoundn/aarrayoutputinputstorable
Special Attribute to specify the color - For file I/O only.
colorR (clrr) float0.0outputinputstorable
Special Attribute to specify color - Red channel - For file I/O only.
colorG (clrg) float0.0outputinputstorable
Special Attribute to specify color - Green channel - For file I/O only.
colorB (clrb) float0.0outputinputstorable
Special Attribute to specify color - Blue channel - For file I/O only.
colorA (clra) float0.0outputinputstorable
Special Attribute to specify color - Alpha channel - For file I/O only.
normals (n) float3arrayoutputinputstorable
Special Attribute for file i/o of user specified normals. Gets written if there are any user specified normals on the object. If the default value which is 1e+20 is written out, then it means that system defined normal values are used.
normalx (nx) float1e20outputinputstorable
Special Attribute for file i/o of user specified normals - value in x.
normaly (ny) float1e20outputinputstorable
Special Attribute for file i/o of user specified normals - value in y.
normalz (nz) float1e20outputinputstorable
Special Attribute for file i/o of user specified normals - value in z.
face (fc) polyFacesNULLarrayoutputinputstorablehidden
Polygon Faces.
creaseData (cd) polyComponentNULLoutputinputstorablehidden
Polygon Edge Crease Data
creaseVertexData (cvd) polyComponentNULLoutputinputstorablehidden
Polygon Vertex Crease Data
colorPerVertex (cpvx) compoundn/aoutputinputconnectablestorablekeyable
Attribute to specify the color of a vertex, either on the entire vertex or on a per face basis.
vertexColor (vclr) compoundn/aarrayoutputinputconnectablestorablekeyable
A compound attribute that corresponds to the color of the vertex. The attribute is a multi with the index of the multi identifying the vertex that the color applies to.
vertexColorRGB (vrgb) float3outputinputconnectablestorablekeyable
Vertex color. RGB channels.
vertexColorR (vxcr) float0outputinputconnectablestorablekeyable
Vertex color - R channel.
vertexColorG (vxcg) float0outputinputconnectablestorablekeyable
Vertex color - G channel.
vertexColorB (vxcb) float0outputinputconnectablestorablekeyable
Vertex color - B channel.
vertexAlpha (vxal) float1outputinputconnectablestorablekeyable
Vertex color - Alpha channel.
vertexFaceColor (vfcl) compoundn/aarrayoutputinputconnectablestorablekeyable
A compound attribute that corresponds to the color of the vertex attached to a particular face. It is a multi attribute and the index of the multi identifies the face that the color applies to. The index of the parent attribute (aVertexColor) already identifies the vertex that color is being attached to.
vertexFaceColorRGB (frgb) float3outputinputconnectablestorablekeyable
RGB channel of Color of a vertex attached to a particular face.
vertexFaceColorR (vfcr) float0outputinputconnectablestorablekeyable
R channel of Color of a vertex attached to a particular face.
vertexFaceColorG (vfcg) float0outputinputconnectablestorablekeyable
G channel of Color of a vertex attached to a particular face.
vertexFaceColorB (vfcb) float0outputinputconnectablestorablekeyable
B channel of Color of a vertex attached to a particular face.
vertexFaceAlpha (vfal) float1outputinputconnectablestorablekeyable
Alpha channel of Color of a vertex attached to a particular face.
normalPerVertex (npvx) compoundn/aoutputinputstorable
Attribute to specify the normal of a vertex, either on the entire vertex or on a per face basis.
vertexNormal (vn) compoundn/aarrayoutputinputstorable
A compound attribute that corresponds to the normal of the vertex. It is a multi attribute with the index of the multi identifying the vertex that the normal value applies to.
vertexNormalXYZ (nxyz) float3outputinputstorable
Vertex normal - XYZ values.
vertexNormalX (vxnx) float1e20outputinputstorable
Vertex normal x value
vertexNormalY (vxny) float1e20outputinputstorable
Vertex normal y value
vertexNormalZ (vxnz) float1e20outputinputstorable
Vertex normal z value
vertexFaceNormal (vfnl) compoundn/aarrayoutputinputstorable
A compound attribute that represents the normal of the vertex attached to a particular face. It is a multi attribute and the index of the multi identifies the face that the normal applies to. The index of the parent attribute (aVertexNormal) already identifies the vertex that normal value applies to.
vertexFaceNormalXYZ (fnxy) float3outputinputstorable
VertexFace normal - XYZ.
vertexFaceNormalX (vfnx) float1e20outputinputstorable
Vertex face normal x value
vertexFaceNormalY (vfny) float1e20outputinputstorable
Vertex face normal y value
vertexFaceNormalZ (vfnz) float1e20outputinputstorable
Vertex face normal z value
displayVertices (dv) boolfalseoutputinputconnectablestorable
Controls explicit vertices display.
displayBorders (db) boolfalseoutputinputconnectablestorable
Controls explicit edge border display.
displayEdges (de) enum0outputinputconnectable
Controls explicit edge style display.
displayFacesWithGroupId (dfgi) integer-2outputinputconnectablestorable
Overrides which faces are drawn on the UV Texture Editor. Has no effect on the 3d modeling view
displayCenter (dc) boolfalseoutputinputconnectablestorable
Controls explicit face center display.
displayTriangles (dt) boolfalseoutputinputconnectablestorable
Controls explicit face triangles display.
displayUVs (duv) boolfalseoutputinputconnectablestorable
Controls explicit uvs display.
displayItemNumbers (din) integer0outputinputconnectablestorable
Controls explicit item numbers display.
displayNonPlanar (dnp) boolfalseoutputinputconnectablestorable
Controls explicit warped (non-planar) faces display
backfaceCulling (bck) enum0outputinputconnectablestorable
Controls explicit backculling.
vertexBackfaceCulling (vbc) booltrueoutputinputconnectablestorable
Controls explicit vertices backculling.
vertexSize (vs) double3.0outputinputconnectablestorable
Controls explicit vertex display size.
uvSize (usz) double4.0outputinputconnectablestorable
Controls explicit UV display size.
borderWidth (bw) double2.0outputinputconnectablestorable
Controls explicit border width .
normalSize (ns) double0.4outputinputconnectablestorable
Controls explicit normal size.
normalType (ndt) enum0outputinputconnectablestorable
Controls explicit normal type.
displayNormal (dn) boolfalseoutputinputconnectablestorable
Controls explicit normal display.
displayTangent (dtn) boolfalseoutputinputconnectablestorable
Controls explicit tangents display.
tangentSpace (tgsp) enum0outputinputconnectablestorable
"Right Handed" tangent spaces are calculated so that the normal, the tangent, and the binormal always form a right handed coordinate system. In cases where the UV winding order has been reversed (either manually or as part of a mirroring workflow) this will cause the binormal components of normal and bump maps to be inverted (matching the behaviour of shaders which manually calculate the binormal from the tangent and normal). This is the default behaviour for pre-8.0 files. "Detect Winding Right Handed" tangent spaces calculate binormal values in a right handed coordinate system taking into account the UV winding order of the face. This ensures the binormal aligns with the V direction of the texture, and so enables the correct display of normal and bump maps on faces with reverse wound or mirrored UV mappings. This is the default value newly created meshes. "Left Handed" tangent spaces are calculated so that the normal, the tangent, and the binormal always form a left handed coordinate system. In cases where the UV winding order has been reversed (either manually or as part of a mirroring workflow) this will cause the binormal components of normal and bump maps to be inverted (matching the behaviour of shaders which manually calculate the binormal from the tangent and normal). "Detect Winding Left Handed" tangent spaces calculate binormal values in a left handed coordinate system taking into account the UV winding order of the face. This ensures the binormal aligns with the -V direction of the texture, and so enables the correct display of left handed normal maps on faces with reverse wound or mirrored UV mappings.
tangentSmoothingAngle (tsa) angle (double)0.0degoutputinputconnectablestorable
Angle below which tangents will be smoothed. A value of 0 ensures that all UV seams (both UV borders and mirrored edges) create tangents space seams. Increase this value to remove undesired tangent space seams caused by UV borders or UV mirroring.
tangentNormalThreshold (tnt) angle (double)0.0degoutputinputconnectablestorable
Angle below which normals are considered equal when calculating tangent space. A value of 0 ensures that all hard edges create tangents space seams. Increase this value to remove undesired tangent space seams caused by hard edges.
allowTopologyMod (atm) booltrueoutputinputconnectablestorable
Allow commands to modify the surface topology
materialBlend (matb) enum0outputinputconnectablestorable
Determines how to blend any stored color per vertex values with the current material, when in color display mode when blending is enabled. The default is to overwrite the material color.
uvTweakLocation (uvtl) generic typed dataNULLinputconnectablehidden
While there is an input connection to this attribute, uv tweaks on this shape are placed on the node connected to this attribute rather than in the standard uv tweak (aUVPoints) attribute.
userTrg (utrg) stringNULLoutputinputconnectablestorable
The name of the user defined face triangulation function. By defualt, it is an empty string, which means Maya face triangulation will be used. Users can override the default triangulation by setting this attribute to the name of their own function registered with Maya through the API.
dispResolution (dr) enum0outputinputconnectablestorablehidden
Controls resolution at which surface is displayed
vertexIdMap (vmap) boolfalseoutputinputhidden
Should the API watch for the vertex ID modification?
edgeIdMap (emap) boolfalseoutputinputhidden
Should the API watch for the edge ID modification?
faceIdMap (fmap) boolfalseoutputinputhidden
Should the API watch for the face ID modification?
displaySmoothMesh (dsm) enum0outputinputstorablehidden
Display mode for the smooth mesh
smoothMeshSelectionMode (ssm) enum0outputinputstorablehidden
When in the Smooth Mesh Preview display mode where you can see both the base cage as well as the smooth preview, this will set which components you want to select from.
inForceNodeUVUpdate (ifuv) boolfalseoutputinputhidden
Dirty this attribute to trigger a UV update to the shape.
outForceNodeUVUpdate (ofuv) boolfalseoutputinputhidden
Output attribute that will force a compute to update the shape UVs when dirtied.
reuseTriangles (rtri) boolfalseoutputinputconnectablestorable
Should the triangles be reused. If set to ON, the triangulation that existed before the tweaking, or deformation will be re-used. Setting this to true helps interactive tweaking and deforming of objects. This setting helps objects with N-sided faces. This setting is meant for display modes that require triangles, as in the case of shaded mode display, or when the displayTriangles attribute is turned on. Note that the displayed triangles may not be accurate, since the pre-deformed, pre-tweaked triangles are re-used.
quadSplit (qsp) enum2outputinputconnectablestorable
This determines how quads (four sided faces) are split into two triangles. If "Left" is selected then the new edge will be between vertex 1 and 3, while "Right" splits between vertex 2 and 4. "Best Shape" attempts to pick the best split based on the shape of the quad. Note that this can cause flickering during animation of a deforming surface due to the split switching between the two modes. If one wishes to have best shape on a deforming surface then selecting reuse triangles will lock the triangulation so that the tessellation is constant across the animation.
perInstanceIndex (pii) integer-1arrayoutputinputconnectablestorable
When the mesh has per-instance data, this attribute can be used to determine the unique tag value for a given dagPath. The array index of this attribute corresponds to the dagPath instance number.
perInstanceTag (pit) integer-1arrayoutputinputconnectablestorable
When the mesh has per-instance data, this attribute is used in conjunction with the perInstanceIndex to maintain a unique per-instance tag for a given dagPath.
mentalRayControls (mrc) compoundn/aoutputinputconnectablestorable
This is a root of following mental ray attributes.
miOverrideCaustics (oca) boolfalseoutputinputconnectablestorable
Enable caustic settings override for this shape. If this parameter is set, the following caustics settings will override the renddr global settings for this shape node.
miCausticAccuracy (caa) short64outputinputconnectablestorable
Caustic accuracy for this shape if miOverrideCaustics is on.
miCausticRadius (car) float0outputinputconnectablestorable
Caustic radius for this shape if miOverrideCaustics is on.
miOverrideGlobalIllumination (ogi) boolfalseoutputinputconnectablestorable
Enable global illumination settings override for this shape. If this parameter is set, the following global illumination settings will override the renddr global settings for this shape node.
miGlobillumAccuracy (gia) short64outputinputconnectablestorable
Global illumination accuracy for this shape if miOverrideGlobalIllumination is on.
miGlobillumRadius (gir) float0outputinputconnectablestorable
Global illumination radius for this shape if miOverrideGlobalIllumination is on.
miOverrideFinalGather (ofg) boolfalseoutputinputconnectablestorable
Enable final gather settings override for this shape. If this parameter is set, the following final gather settings will override the renddr global settings for this shape node.
miFinalGatherRays (fry) integer1000outputinputconnectablestorable
Final gather rays for this shape if miOverrideFinalGather is on.
miFinalGatherMinRadius (fmn) float0outputinputconnectablestorable
Final gather min radius for this shape if miOverrideFinalGather is on.
miFinalGatherMaxRadius (fmx) float0outputinputconnectablestorable
Final gather max radius for this shape if miOverrideFinalGather is on.
miFinalGatherFilter (ffi) short1outputinputconnectablestorable
Final gather filter for this shape if miOverrideFinalGather is on.
miFinalGatherView (fgv) boolfalseoutputinputconnectablestorable
Final gather view flag for this shape if miOverrideFinalGather is on.
miOverrideSamples (oos) boolfalseoutputinputconnectablestorable
Override global object sample settings. In addition to global sample settings mental ray supports per-object sample settings. The global mental ray default for all objects in the scene can be set by minObjectSamples and maxObjectSamples on the mental ray options node (miDefaultOptions). Similar attributes on individual shape nodes miMinSamples and miMaxSamples are overriding the global default, within global samples range.
miMinSamples (mins) short0outputinputconnectablestorable
Specifies min sample settings for the shape. For all pixels that touch this object, at least pow(2, miMinSamples) samples are taken. miMinSamples lower than the global min samples is ignored.
miMaxSamples (maxs) short2outputinputconnectablestorable
Specifies max sample settings for the shape. For all pixels that touch this object, at most pow(2, miMaxSamples) samples are taken. miMaxSamples higher than the global max samples is ignored.
miFinalGatherCast (fgc) booltrueoutputinputconnectablestorable
The object casts final gather rays if miFinalGatherCast is on, which means that the object participates in final gather.
miFinalGatherReceive (fge) booltrueoutputinputconnectablestorable
The object receives final gather rays if miFinalGatherReceive is on, which means that the object is not affected by final gathering.
miTransparencyCast (tpc) booltrueoutputinputconnectablestorable
The object casts transparent rays if miTransparencyCast is on. thus shown through transparent object if ray depth has not been reached the limit.
miTransparencyReceive (tpr) booltrueoutputinputconnectablestorable
The object receives transparent rays if miTransparencyReceive is on.
miReflectionReceive (rflr) booltrueoutputinputconnectablestorable
The object receives reflection rays if miReflectionReceive is on. This flag controls reflection of other objects on this object. If disabled, this object will not show any reflection, as if the surface is not reflective. The casting behaviour is ruled by visibleInReflections flag, which controls reflection of this object on other objects. Disabling visibleInReflections will make this object disappera from reflection.
miRefractionReceive (rfrr) booltrueoutputinputconnectablestorable
The object receives refraction rays if miRefractionReceive is on. This flag contols refraction of other objects through this object. Disabling this value will make this object non-refractive. The casting behaviour is ruled by visibleInRefractions flag, which controls refraction of this object showing through other objects. Disabling visibleInRefractions will make this object disappear from refraction.
miProxyFile (mof) stringNULLoutputinputconnectablestorable
When rendering with mental ray, replace this object with the mental ray assembly file referenced by this attribute.
miUpdateProxyBoundingBoxMode (upbm) enum0outputinputconnectablestorable
Controls how the bounding box attributes for the render proxy are updated when the render proxy file changes. Choices are:
  • Proxy and geometry bounding boxes: both the proxy bounding box and geometry are updated
  • Proxy bounding box only: only the proxy bounding box is updated, the geometry remains the same in the scene
  • Geometry bounding box only: only the geometry changes in the scene, the proxy bounding box attributes are untouched
  • None: Neither proxy bounding box or geometry is changed
miProxyBoundingBox (mbb) compoundn/aoutputinputconnectablestorable
Root for the bounding box attribute of the proxy object
miProxyBoundingBoxMin (mbmn) double3outputinputconnectablestorable
Minimum value of bounding box for proxy object
miProxyBoundingBoxMinX (mbnx) double0.0outputinputconnectablestorable
X value of minimum bounding box for proxy object
miProxyBoundingBoxMinY (mbny) double0.0outputinputconnectablestorable
Y value of minimum bounding box for proxy object
miProxyBoundingBoxMinZ (mbnz) double0.0outputinputconnectablestorable
Z value of minimum bounding box for proxy object
miProxyBoundingBoxMax (mbmx) double3outputinputconnectablestorable
Maximum value of bounding box for proxy object
miProxyBoundingBoxMaxX (mbxx) double0.0outputinputconnectablestorable
X value of maximum bounding box for proxy object
miProxyBoundingBoxMaxY (mbxy) double0.0outputinputconnectablestorable
Y value of maximum bounding box for proxy object
miProxyBoundingBoxMaxZ (mbxz) double0.0outputinputconnectablestorable
Z value of maximum bounding box for proxy object
displayAlphaAsGreyScale (dags) boolfalseoutputinputconnectablestorable
Display alpha as grey scale If color set only contains alpha.