8

1076 Chapter 9: Sur face Modeling
Inset Amount—
Specifies the amount of the inset
in scene units.
Apply—Applies the settings to the current
selection, retaining them if you then make another
selection.
OK Applies the settings to the current selection
and closes the dia log .
Cance lCloses the dialog w ithout applying the
settings to the current selection. Does not reverse
previous uses of Apply.
M eshSmoot h S election Di al og
Selec t an Edi t Poly or edita b le poly object. > Modify panel
> Polygon sub-object level > Edit Geometry rollout >
MSmooth Settings button
This dialog lets you specify how mesh smoothing
affects editable poly and Edit Poly objects.
Inter face
Smoothness—Determines how sharp a cor ner
must be before polygons are added to smooth it.
Smoothness is ca lculated as the average angle of
all edges connected to a vertex. A value of 0.0
prevents the creation of any polygons. A value of
1.0addspolygonstoallverticeseveniftheylieon
aplane.
Sepa ra te by S moothing G roups—Prevents the
creation of new polygons at edges between
polygons that don’t share at least one smoothing
group.
Separ ate by M ateria ls—Prevents the creation of
newpolygonsforedgesbetweenpolygonsthatdo
not share Materi al IDs.
Apply Applies the sett ings to the current
selection, retaining them if you then make another
selection.
OK Applies the settings to the current selection
and closes the dialog.
Cance lCloses the dialog without applying the
settings to the current selection. Do es not reverse
previous uses of Apply.
Pres er v e M ap Channels Dia log
Select an Edit Poly or editable poly object. > Modify panel
> any sub-object level > Edit Ge ometry rollout > Preser ve
UVs button
Use these settings for specifying which map
channels to preserve when editing sub-objects
w ith the Preserve UVs option on. A preserved
map channel doesn’t respond to minor editing that
changes vertex locations, but a channel whose UVs
aren’t preser ved allows mapping to be changed by
changes in vertex locations.
Interf ace
Thedialogcontainsbuttonsforallavailable,
data-containing vertex color channels and texture
channels. T he number and ty p e of buttons
displayed vary depending on the state of the
object; they can be changed, for example, with
the
VertexPaint modifier (page 1–918)
and t he
Channel Info utility (page 2–1549)
.
Click a button to toggle its state. When off, a
button is gray and appears higher than the dialog
surface. When on, a button is orange and appears
pressed in.