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Subdivide and smooth faces of a polygonal object.

See the documentation for the parent node polyModifier for more details.

Node nameParentsMFn typeCompatible function sets
polySmoothFacepolyModifierkPolySmoothFacetkBase
kNamedObject
kDependencyNode
kMidModifier
kPolySmoothFacet

Related nodes

polyTweak, polyTweakUV, polyMapCut, polyMapDel, polyMapSew, polyNormal, polyMoveUV, polyMoveFacetUV, polyFlipEdge, polySmooth, polyReduce, polyDelFacet, polyDelVertex, polyMergeFace, polySplit, polyAppendVertex, polySubdFace, polyCollapseF, polyCloseBorder, polyAppend, polyCollapseEdge, polyTriangulate, polyDelEdge, polyMergeEdge, polyColorPerVertex, polyNormalPerVertex, deleteUVSet, polySeparate

Attributes (17)

continuity, degree, divisions, divisionsPerEdge, keepBorder, keepHardEdge, keepMapBorders, keepSelectionBorder, keepTessellation, maya2008Above, maya65Above, method, propagateEdgeHardness, pushStrength, roundness, smoothUVs, subdivisionLevels

Long name (short name)TypeDefaultFlags
method (mth) enum0outputinputconnectablestorablekeyable
Type of smoothing algorithm to use 0 - exponential - traditional smoothing 1 - linear - number of faces per edge grows linearly
continuity (c) float1outputinputconnectablestorablekeyable
The smoothness parameter. Range is [0,1]. Default value of 1 smooths the faces as much as possible. Value of 0 subdivides faces only.
divisions (dv) short1outputinputconnectablestorablekeyable
The number of recursive quad subdivisions to perform on each face.
smoothUVs (suv) boolfalseoutputinputconnectablestorablekeyable
If true: UVs as well as geometry will be smoothed
keepBorder (kb) booltrueoutputinputconnectablestorablekeyable
If true: border edges will not be smoothed.
keepSelectionBorder (ksb) booltrueoutputinputconnectablestorablekeyable
If true: edges at selection borders will not be smoothed.
keepHardEdge (khe) boolfalseoutputinputconnectablestorablekeyable
If true: hard edges will not be smoothed.
propagateEdgeHardness (peh) boolfalseoutputinputconnectablestorable
If true: edges which are a result of smoothed edges will be given the same value for their edge hardness. New subdivided edges will always be smooth.
keepMapBorders (kmb) enum1outputinputconnectablestorablekeyable
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
keepTessellation (kt) booltrueoutputinputconnectablestorablekeyable
If true: the object will be smoothed consistently from frame to frame. This is best when the object is being deformed or animated . If false: non-starlike faces will be triangulated before being smoothed. This avoids self-overlapping faces, but could lead to a change in topology (number of vertices/faces) from frame to frame, during an animated deformation.
subdivisionLevels (sl) integer1outputinputconnectablestorablekeyable
Number of times the subdivide and smooth operation is run.
divisionsPerEdge (dpe) integer1outputinputconnectablestorablekeyable
Number of subdivisions along one edge for each step.
degree (deg) integer3outputinputconnectablestorable
Degree of the resulting limit surface
pushStrength (ps) float0.0outputinputconnectablestorablekeyable
0 is approximation, 1 is interpolation scheme
roundness (ro) float0outputinputconnectablestorablekeyable
When 1, push vectors are renormalized to keep length constant
maya65Above (ma) boolfalseoutputinputconnectablestorablehidden
Internal attribute to handle file compatibilty
maya2008Above (m08) boolfalseoutputinputconnectablestorablehidden
Internal attribute to handle file compatibilty