8
1250 Chapter 9: Sur face Modeling
Renderer, Ba se Sur fa ce:
Method=Spatial and Curvature
Edge=10.0
Distance=15.0
Angle=10.0
Merge=0.01
Advanced Parameters > Minimum=0,
Maximum=4
Renderer, Di spla ced Sur f ace:
Method=Spatial and Curvature
Edge=10.0
Distance=10.0
Angle=4.0
Merge=(Unavailable)
Advanced Parameters > Minimum=0,
Maximum=3
High—Selects a high-quality level of surface
approximation.Thesearethedefaultvalues:
Viewpor ts, B ase Surface:
Method=Sp atial and Curvature Edge=5.0
Distance=15.0 Ang le=10.0 Merge=0.0 Advanced
Parameters > Minimum=0, Maximum=3
Renderer, Base Surface:
Method=Spatial and Curvature
Edge=5.0
Distance=5.0
Angle=3.0
Merge=0.01
Advanced Parameters > Minimum=0,
Maximum=4
Renderer, Di spla ced Sur f ace:
Method=Spat ial and Curvature
Edge=5.0
Distance=5.0
Angle=2.0
Merge=(Unavailable)
Advanced Parameters > Minimum=0,
Maximum=4
Save Tessellation Preset group
Click a button to save the current Tessellation
Method settings as a new Low , Medium, or High
preset. T hese values are saved in the
3dsmax.ini
file.
Note: There is a separate Low, Medium, and High
preset for Base Surface and Displaced Surface
approximation. Check whether Base Surface or
Displaced Surface is on before you use the buttons
in this group box to save a custom preset.
Customizingpresetvaluesoverwritesthedefault
presets. To restore the defaults, you can re-enter
the default preset values shown above, and then
save them with the corresponding button. You can
also restore defaults by e diting the
3dsmax.ini
file
to delete the custom preset values.
When you customize the preset values, there is no
necessary correlation between the button names
and t he quality of surface approximation. The
software has no way of know ing how "good" a
tessellation is, and you can save a very high-qualit y
surface approximation in the Low preset, for
example.
Tessellation Method group
Thecontrolsinthisgroupboxaffectthedisplay
of the NURBS surfaces in either viewports,
ifViewportsischosen,orbytherenderer,if
Renderer is chosen. You can choose between five
algorithms. E ach approximates N URBS surfaces
by tessellating them in a different way.