2011

Table Of Contents
FACETERGRIDRATIO
FACETERMAXEDGELENGTH
FACETERMAXGRID
FACETERMESHTYPE
FACETERMINUGRID
FACETERMINVGRID
FACETERSMOOTHLEV
For example, if the smooth mesh optimized mesh type (FACETERMESHTYPE
system variable) results in incorrect conversions, you can set the tessellation
shape to be Triangle or Mostly Quads.
You also can control the adherence to the original shape by setting the
maximum distance offset, angles, aspect ratios, and edge lengths for new faces.
The following example shows a 3D solid helix that has been converted to
mesh using different tessellation settings. The optimized mesh version has
been smoothed, but the other two conversions have no smoothness. Notice,
however, that the mostly quads conversion with the lower tessellation values
creates a mesh object that adheres most closely to the original version.
Smoothing this object improves its appearance even more.
Similarly, if you notice that a converted mesh object has a number of long,
slivered faces (which can sometimes cause gaps), try decreasing the maximum
edge length for new faces value (FACETERMAXEDGELENGTH system varaible).
If you are converting primitive solid objects, this dialog box also offers the
option of using the same default settings used to create primitive mesh objects.
Create Meshes by Conversion | 535