The Preserve modifier lets you retain, as much as possible, the edge lengths, face angles, and volume of an edited and deformed mesh object using an unmodified copy of the object before it was deformed. When you push and pull vertices at the sub-object level, the process typically stretches the edges and often alters the face angles, resulting in irregular topology. You can use the Preserve modifier to generate more regular edge lengths, and a "cleaner" mesh.
Using the Preserve modifier:
Example: Use the Preserve modifier on a geosphere:
Notice the stretched edges between the moved vertices and the remaining vertices.
The selected vertices move back toward the sphere in an attempt to maintain the original volume and edge lengths.
The selected vertices return to their moved position, and the unselected vertices (the inverted selection) move up toward the selected vertices.
The object now looks as it did before you applied Preserve.
The object is now almost completely spherical again.
Steps in applying the Preserve modifier to a geosphere
Example: Animating a preserved object:
You can animate the Preserve parameters, but the following procedure shows you how to use Morph and Preserve together.
The object now morphs from a sphere to a deformed sphere.
The object now morphs from the sphere to a preserved and deformed sphere. Note that because the object selection is passed up the stack, the Preserve effect is applied to the entire sphere.
Now only the selected vertices are affected by Preserve. However, the morph still works.
Example: Using the Selection checkboxes:
The selected vertices move down to match the original edge lengths.
The selected vertices stay in their original locations, but the unselected vertices move upward to restore the original edge lengths.
Preserve is now applied to the whole mesh. Since all vertices are affected, the top and bottom of the box approach each other.
All vertices are translated, but maintain the same positions relative to each other.
You're back to the original effect. You can move the Iterations spinner up and down to see that you're affecting only the selected vertices.
Example: Simulating cloth:
You should have a total of three objects in the scene.
The third patch becomes a floating handkerchief.
Now, you've got the beginnings of a sheet hanging on the line.
Displays the name of the selected original object. (Note that the so-called "original" object doesn't actually have to be the original. It's simply a copy of the object that represents its unmodified topology.)
Click this, and then select an unmodified copy of the current object. You should pick an object with the same topology as the current object, which has the same number of vertices. While you can select a completely different object with equal vertices, the results are unpredictable.
Specifies the number of calculations toward the solution. The higher this number, the closer the object comes to matching the original object and the slower the process. When this is set to zero, the original object has no effect, as if the Preserve modifier were never applied.
Adjusts the relative importance of the three components you're attempting to preserve: edge lengths, face angles, and volume. In most cases, you'd leave these at their default settings, but you can achieve some interesting effects by altering them. Higher face angles, for example, produce stiffer meshes.
Provides options that let you specify which selection level to take from previous selection modifiers in the stack. The Preserve modifier acts on the specified selection.
Applies Preserve to the entire object, regardless of the selection passed from previous levels of the stack. Disables the other two checkboxes.
Uses previous sub-object vertex selections. Note that it doesn't matter if the Vertex sub-object level is active in a previous stack item. As long as vertices have been selected, Preserve will use that selection.
Inverts the selection passed up the stack.