8
858 Chapter 8: Modifiers
TurboSmooth uses a single smoothing method
(NURMS), can be applied only to an entire
object, has no sub-object levels, and outputs a
triangle-mesh object.
TurboSmooth lets you subdivide the geometry
whileinterpolatingtheanglesofnewfacesat
corners and edges, and apply a single smoothing
group to all faces in the object. The effect of
TurboSmoothistoroundovercornersandedges
asiftheyhadbeenfiledorplanedsmooth. Use
TurboSmooth p arameters to control the size and
number of new faces, and how they affect the
surface of the object.
Angular model (shown on the right) changed to a smooth
model with TurboSmooth
Yo u u s e Tu r b o S m o o t h t o p r o d u c e a N o n - U n i f o r m
Rational MeshSmooth object (NURM S for short).
A NURMS object is similar to a NURBS object in
that you c an set different weights for each control
vertex.
TurboSmooth’seffectismostdramaticonsharp
corners and least visible on rounded surfaces.
Use TurboSmooth on boxes and geometry w ith
crisp ang les. Avoid using it on spheres and similar
objects.
Tip: To better understand TurboSmooth, create
a sphere and a cube and apply TurboSmooth to
both. The cube’s sharp corners become rounded,
while the sphere’s geomet ry becomes more
complex without changing shape significantly.
Procedures
To a pply TurboSmooth to an obj ect:
1.
Select an angular object.
2. Apply the TurboSmooth modifier.
3. Set TurboSmooth parameters.
Example: To compare the speeds of TurboSmooth
and MeshS mooth:
1.
Create a Bo x primitive with Length/W idth/
Height Segs=3.Converttheboxtoeditable
poly format.
2. Apply MeshSmooth.
3. Set Iterations=5.
This creates a heavily subdivided mesh.
4. Go to the Editable Poly > Vertex sub-object
level,andturnonShowEndResult.
5. Move one of the corner vertices outward.
There is a significant delay before you see the
result of the Move operation.
6. Perform a few more Move operations on
ver tices, observe the delays, and then undo
(CTRL+Z) repeatedly until the MeshSmooth
modifier goes away.
7. Apply TurboSmooth.
8. Set Iterations=5.
This creates a heavily subdivided mesh.
9. Go to the Editable Poly > Vertex sub-object
level,andturnonShowEndResult.
10. Move one of the corner vertices outward.
Theresponseismuchfaster.