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subdToPoly(
[subd]
, [applyMatrixToResult=boolean], [caching=boolean], [connectShaders=boolean], [constructionHistory=boolean], [copyUVTopology=boolean], [depth=int], [extractPointPosition=boolean], [format=int], [inSubdCVId=[int, int]], [inSubdCVIdLeft=int], [inSubdCVIdRight=int], [maxPolys=int], [name=string], [nodeState=int], [object=boolean], [outSubdCVId=[int, int]], [outSubdCVIdLeft=int], [outSubdCVIdRight=int], [outv=int], [preserveVertexOrdering=boolean], [sampleCount=int], [shareUVs=boolean], [subdNormals=boolean])
Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.
subdToPoly is undoable, queryable, and editable.
This command tessellates a subdivision surface and produces polygon.
The name of the new polygon is returned.
If construction history is ON, then the name of the new dependency
node is returned as well.
string[] | The polygon and optionally the dependency node name |
In query mode, return type is based on queried flag.
changeSubdivComponentDisplayLevel, changeSubdivRegion, createSubdivRegion, nurbsToSubdiv, polyToSubdiv, querySubdiv, refineSubdivSelectionList, subdCollapse, subdToBlind, subdiv, subdivCrease, subdivDisplaySmoothness
applyMatrixToResult, caching, connectShaders, constructionHistory, copyUVTopology, depth, extractPointPosition, format, inSubdCVId, inSubdCVIdLeft, inSubdCVIdRight, maxPolys, name, nodeState, object, outSubdCVId, outSubdCVIdLeft, outSubdCVIdRight, outv, preserveVertexOrdering, sampleCount, shareUVs, subdNormals
Long name (short name) |
Argument types |
Properties |
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applyMatrixToResult(amr)
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boolean
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If true, the matrix on the input geometry is applied to the object
and the resulting geometry will have identity matrix on it. If false
the conversion is done on the local space object and the resulting
geometry has the input object's matrix on it.
Default: true
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copyUVTopology(cut)
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boolean
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Copy over uv topology (shared/unshared) from the original subdivision
surface to the converted polygonal mesh.
Default: false
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depth(d)
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int
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The depth at which constant-depth tessellates the surface
Default: 0
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extractPointPosition(epp)
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boolean
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Determines how the position of a mesh point is calculated
If on the position of the mesh point is returned. If off the
position of the point of the surface is returned.
Default: false
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format(f)
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int
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Format:
- 0 - Uniform
- 1 - Adaptive
- 2 - Polygon Count
- 3 - Vertices
Default: 0
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inSubdCVId(inSubdCVId)
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[int, int]
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inSubdCVIdLeft(isl)
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int
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Higher 32 bit integer of the input CV Id
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inSubdCVIdRight(isr)
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int
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Lower 32 bit integer of the input CV Id
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maxPolys(mp)
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int
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The maximum number of polygons at which by polygons tessellates.
If this attribute is greater than zero, it will override the
sample count and depth attributes.
Default: 0
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outSubdCVId(os)
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[int, int]
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outSubdCVIdLeft(osl)
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int
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Higher 32 bit integer of the output CV Id
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outSubdCVIdRight(osr)
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int
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Lower 32 bit integer of the output CV Id
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outv(ov)
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int
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Out Vertices corresponding to the inSubDCVs.
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preserveVertexOrdering(pvo)
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boolean
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Preserve vertex ordering in conversion
Default: true
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sampleCount(sc)
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int
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The number of samples per face
Default: 1
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shareUVs(suv)
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boolean
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Force sharing of uvs on all common vertices - the value of this
attribute gets overridden by the value of the copyUVTopology attribute.
Default: false
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subdNormals(un)
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boolean
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Keep subdiv surface normals
Default: false
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Common flags |
connectShaders(cs)
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boolean
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If true, all shader assignment will be copied from the
original subdiv surface to the converted polygonal surface.
Default: true
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constructionHistory(ch)
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boolean
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Turn the construction history on or off (where applicable).
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name(n)
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string
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Name the resulting object.
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object(o)
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boolean
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Create the result, or just the depend node (where applicable).
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Advanced flags |
caching(cch)
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boolean
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Modifies the node caching mode. See the node documentation for more information.
Note: For advanced users only.
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nodeState(nds)
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int
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Modifies the node state. See the node documentation for more information.
Note: For advanced users only.
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Flag can appear in Create mode of command
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Flag can appear in Edit mode of command
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Flag can appear in Query mode of command
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Flag can have multiple arguments, passed either as a tuple or a list.
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import maya.cmds as cmds
# To create a new polygon from a subdivision surface:
cmds.subdToPoly( 'subd1' )