Tessellation Method
Select one of the following
tessellation methods.
- Uniform
-
Uniform tessellation
produces a polygon with an equal number of faces for each of the subdivision
surface’s base mesh faces (faces at level 0).
- Polygon Count
-
Polygon
Count is the same method as Uniform, but
with a threshold value beyond which the conversion fails. Use Maximum
Number Polygons to set this value. The resulting polygon will
have at most this many polygons, but there is no guarantee that
the number will be exact.
- Adaptive
-
Adaptive tessellation
produces a polygon with an equal number of faces for each of the
finest level faces on the subdivision surface. The more refinement
you’ve made to a region of the subdivision surface, the more faces
the resulting polygon will have for that same region. Use Divisions
Per Face to control the number of faces produced for
each finest level face.
- Vertices
-
Produces a polygon
that matches the vertices on the subdivision surface. The polygon
matches vertices to the level specified in the Level option.
- Level
-
If you
are using the Uniform option, set the level to
determine how many faces are to be used in the tessellation. For
example, if Level is 3, the faces at level
3 are used in the tessellation.
- Divisions Per Face
-
Specify
how many times each face should be divided when performing a Uniform or Adaptive tessellation.
Increasing this value smooths the polygonal surface.
- Maximum Number Polygons
-
Sets the threshold number of polygons
used by Polygon Count tessellation.
Original Object
Select
what you want done with the original selected object after tessellation.
Use the Original Object settings to
maintain a form of construction history, as these override the global construction
history settings.
- Replace
-
The subdivision surface
is deleted when the polygonal surface is created. This is the default.
- Hide
-
Hide keeps
the subdivision surface, but hides it when the polygonal surface
is created. The source object can be viewed in the Hypergraph and Outliner (select Input
and Output Connections), and made visible in the modeling view
by using
Display >
Show > Show
Selection or All.
- Show
-
Show keeps the subdivision
surface and keeps it visible in the modeling view.
- Share UVs
-
With this option turned
on, the resulting polygon will maintain existing UV mesh borders.
If this option is off, UV borders are created for each polygonal
face.