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Turn To Poly Modifier 863
Cle ar—
Clears the sub-object selection so that
nothing is selected. Default=off.
Inver t—Inverts the sub-object selection. All
sub-objects not currently selected are selected, and
all sub-objects currently selected are deselected.
Default=off.
Include S of t Sel ection—When these are on,
3ds Max applies a spline curve deformation to
unselected ver tices surrounding the transformed
selectedsub-object.Thisprovidesamagnet-like
effect, with a sphere of influence around the
transformation. U se this when you want to
preserve the soft selection from beneath. For
example, if Use Soft Selection is on when you select
vertices on an editable mesh, and you apply Turn
ToPatchwithIncludeSoftSelectionon,thenthe
same soft selec tion will apply to the patch vert ices.
Default=on.
For more information, see
Soft Selection Rollout
(page 1–945)
.
Selection Level group
These options set the sub-object selection level for
passing up the rest of the stack.
From Pipeline—Uses the equivalent of whatever
the input object uses (p atch level becomes face
level, and so on.). For example, if you create a
box,convertittoaneditablemeshinfacemode,
and apply a Tur n To Patch modifier to it, 3ds Max
passes a sub-object selection in patch mode up
the stack. The Turn To Patch modifier ta kes the
sub-object face selection into account and selects
the patches that derive from the face selection.
Object—Uses object as the selection level for
passing up the rest of the stack.
Edge—Uses edge as the sub-object select ion level
for passing up the rest of the stack.
Vertex—Uses vertex as the sub-object select ion
level for passing up the rest of the st ack.
Pat ch—Uses patch as the sub-object selection level
for passing up the rest of the st ack.
Tu rn To Poly Mod ifier
Make a selection. > Modify panel > Modifier List >
Object-Space M odifiers > Turn to Poly
Make a selection. > M o difiers menu > Conversion > Turn
to Poly
The Turn To Poly modifier lets you apply object
conversions in the modifier stack. Also, when
you apply the general-purpose modifiers, such as
Normal,Material,orUVWMap,itcanbehelpful
to explicitly control the type of object beforehand.
When you use Turn To Poly, you’re joining
triangles into polygons, so you might need to
have restrictions on polygon convexity, size, and
planarity. All convers ions from patches produce
quadsandtriangles.Conversionsfrommeshescan
producearbitrarilylargepolygons.Meshpolygons
are controlled as usual by joining together faces
that are separated by invisible edges.
Note: Con v erting from one object type to another
causes a complete caching in the modifier stack.
When you have large objects in your scene, this
can take up a lot of space. For example, an object
that starts as a mesh, converts to a patch, and then
back to a mesh takes three times as much space as
a mesh that has only ordinary modifiers like Ben d
or UVW Map applied.
Tip: TurnToPolycanbeusefulonpolymeshes,
allowing you to invert a selection or change the
selection level in a modifier that doesn’t depend
on topology.