The TurboSmooth modifier, like MeshSmooth, smoothes geometry in your scene.
The differences between the two are as follows:
TurboSmooth lets you subdivide the geometry while interpolating the angles of new faces at corners and edges, and apply a single smoothing group to all faces in the object. The effect of TurboSmooth is to round over corners and edges as if they had been filed or planed smooth. Use TurboSmooth parameters to control the size and number of new faces, and how they affect the surface of the object.
Angular model (shown on the right) changed to a smooth model with TurboSmooth
Smoothing an object modeled with extrusions
You use TurboSmooth to produce a Non-Uniform Rational MeshSmooth object (NURMS for short). A NURMS object is similar to a NURBS object in that you can set different weights for each control vertex.
TurboSmooth's effect is most dramatic on sharp corners and least visible on rounded surfaces. Use TurboSmooth on boxes and geometry with crisp angles. Avoid using it on spheres and similar objects.
To apply TurboSmooth to an object:
Example: To compare the speeds of TurboSmooth and MeshSmooth:
This creates a heavily subdivided mesh.
There is a significant delay before you see the result of the Move operation.
This creates a heavily subdivided mesh.
The response is much faster.
Lets you set the basic parameters for TurboSmooth.
Sets the number of times the mesh is subdivided. When you increase this value, each new iteration subdivides the mesh by creating smoothly interpolated vertices for every vertex, edge, and face from the iteration before. The modifier then subdivides the faces to use these new vertices. Default=1. Range=0 to 10.
From right to left, effect of increasing the number of iterations
Consequently, if the TurboSmooth result is used directly for display or rendering, it will generally be faster with this option turned on. Also, the quality of the normals will be slightly higher. However, if you apply any topology-affecting modifiers, such as Edit Mesh, above the TurboSmooth modifier, these normals will be lost and new ones computed, potentially affecting performance adversely. So it's important to remember to turn on Explicit Normals only if no modifiers change the object topology after TurboSmooth takes effect.
Lets you apply smoothing groups to the object and restrict the smoothing effect by surface properties.
Sets manual or render-time update options, for situations where the complexity of the smoothed object is too high for automatic updates. Note that you can also set a greater degree of smoothing to be applied only at render time, in the Main group.
Updates the object in the viewport to match the current TurboSmooth settings. Works only when you choose When Rendering or Manually.