8

918 Chapter 8: Modifiers
Procedure
Example: To apply the Vertex Weld modifier to a
mesh:
1.
Create a box with Length, Width, and Height
set to 40.
2. Right-click the box and choose Convert to >
Convert to Editable Poly.
3. Set the sub-object mode to polygon, and select
Polygon 6.
Tip: Watch the listing at the bottom of the
Selection rollout to see which polygon is
selected.
4. Delete polygon 6.
By deleting the polygon, you create an open
mesh.
5. Apply a Turn To Poly modifier, and set the
Selection Level to Object.
6. Apply a Mirror modifier, and set Mirror Axis
to X.
7. Tur n on Copy, and set O ffset to –40.
The reflection of the box shares a common
seam but the vertices along the seam are not
welded.
8. Apply a Vertex Weld modifier to cement the
two boxes into one element.
Note: This combination of steps can be streamlined
by using the
Sy mmet ry modifier (page 1–851)
,
which will mirror the mesh and weld it in a single
operation.
Inter face
Threshold—ThevalueoftheThresholdsetting
delegates how close vertices can be before they are
automat ically welded together. Default=0.1
Note: A higher threshold setting wil l result in
welding more vertices, thus removing sm aller
faces and details. If the threshold is set too high,
the mesh will begin to deform.
A threshold setting of 5.5 removes all detail, making the
model u nrecognizable.
VertexPaint Modifier
Ver texPaint Modifier
Select an object. > Modify panel > Modifier List >
VertexPaint
Select an object. > M odifiers menu > Mesh Editing >
Vertex Paint
Selec t an object. > Util ities panel > M ore > Assign Vertex
Colors > Click Assign to Selected > Modify panel >
Modifier List > VertexPaint
The VertexPaint modifier lets you p aint vertex
colors on an object. You ’re not restricted to only
vertex-level painting. Using sub-object selection,
you can also control which vertices get painted
face-by-face. All faces sharing a vertex have the
adjacent corner shaded as well. The resulting
painted object receives a coarse g radient across
each face.
Note: To render vertex colors, you must assign a
Vertex Color map (page 2–1503)
, as described in
To render vertex colors (page 1–921)
.