Modo has a procedural Subdivide mesh operation available in the Mesh Operations list. The sphere is subdivided with Background Constraint checked, For more information, see Constrain to Background.Ī sphere is added to the layer above the head. Note:The effect is similar to molding over a background mesh by constraining to the background when transforming. This is useful if you already have a mesh and you want another mesh to fit it. When subdivided, the mesh will attempt to mold itself to the contours of the background mesh. Background Constraint: Select this to use a background mesh to constrain the subdivision. Modo smooths other positions on the boundary by two boundary edges. Crease Edges- Moves the points that have two incident edges (valence = 2) based on the smooth rule.Modo smooths other positions on the boundary by the two boundary edges. Crease All- Moves the points that have two incident edges (valence = 2) based on the crease rule.Smooth All- Moves all positions on the boundary based on the smooth rule of Pixar Subdivision Surfaces.Creasing produces a sharper transition between surfaces smoothing produces smooth surface transitions. Boundary Rules: Determines how to move the points on the boundaries of a mesh.This provides the best, most pleasing results (except for baked maps). When disabled, the additional, newly created vertices from subdividing polygons require UV values (to not break the existing UVs maps), which are smoothly interpolated based on existing neighboring values. Use with baked maps (such as a normal map or a diffuse color map for a game character) that require fixed polygon positions. Linear UVs: When enabled, interpolates new values by retaining the initial UV positions without smoothing.For example, with a cube that has right angles, if the Max Smoothing Angle is less than 90 degrees, the new vertices are in the same plane without any rounding effect. If the angle between the original vertices is greater than the Max Smoothing Angle, the new vertices fall in the same plane as the original vertices. Max Smoothing Angle: Determines when the Smooth option should move the newly created vertices. This can be useful when creating organic objects such as rough terrains or rocks. Fractal: Adds some randomization to the position of points after Modo subdivides them.Developed by Pixar's Ed Catmull and Jim Clark, this subdivision type provides some benefits in that it distorts the UV map much less and you can apply Edge Creasing. Catmull-Clark - Provides smoothing of the selected limit surface, although this algorithm has slightly different results than Modo's SDS Subdivide option.This adds uniform density to an entire mesh when working with subdivision surfaces. This is similar to the Smooth option, and it gives a similar result to activating Subdivision Surfaces with a subdivision level of 1 and then freezing the geometry.
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