8
MeshSmooth Modifier 715
Inter face
Modifier Stack
Vertex—At this sub-object level you can transform
or edit ver tices in the smoothed mesh.
Edge—At this sub-object level you can transform
or edit face edges in the smoothed mesh.
See
Local Cont rol rollout (page 1–717)
.
For more information on the stack display, see
Modifier Stack (page 3–802)
.
Subdivision Method rollout
Subdivision M ethod list—Choose one of the
following to determine the output of the
MeshSmooth operation:
•
NURM S—Produces Non-Uniform R ational
MeshSmooth object (NURMS for short). The
Strength and Relax smoothing parameters are
unavailable with the NURM S type.
A NURMS object is similar to a N U RBS object
in that you can set different weig hts for each
control vertex. You can further control the
object’s shape by changing edge weights. See
Display/Weightinggroup,following,forfurther
informationonchangingweights.
•
Classic—Produces three- and four-sided facets.
(This is the same as applying MeshSmooth in
version 2.x without turning on Quad Output.)
•
Qua d Outp ut—Produces only four-sided facets
(assuming you don’t lo ok at the hidden edges,
since the object is sti l l made up of t riangular
faces). If you apply this with default parameters
to a whole object, like a box, it’s topologically
exactly the same as
Tessellate (page 1–854)
,
edge-style. However, rather than u sing tension
to project face and edge vert ices out of the
mesh, use the MeshSmooth Strength to relax
the original vertices and the new edge vert ices
into the mesh.
Apply To W hole Mesh—When turned on, any
sub-object select ion passed up the stack is ignored
and MeshSmooth is applied to the entire object.
Note that the sub-object selection is still passed up
the stack to any subsequent modifiers.
Old S tyle Mapping—Uses the 3ds Max version 3
algorithm to apply MeshSmooth to the mapping
coordinates. This technique tends to distort the
underlying mapping coordinates as it creates new
faces and as texture coordinates shift.