The panels described in this topic provide tools for subdividing meshes, changing triangulation, aligning objects and sub-objects, hiding and unhiding sub-objects, and setting properties such as smoothing. These panels are available only on the Modeling tab of the ribbon.
The panels covered in this topic are:
The Subdivision panel provides tools for increasing mesh resolution parametrically for smoothing, displacement, and tessellation. It is available at the object level and at all sub-object levels.
Smoothing a low-poly object with NURMS subdivision
Subdivides all polygons in the object based on the Tessellation settings.
Tessellation is useful for increasing local mesh density while modeling. You can subdivide any selection of polygons. Two tessellation methods are available: Edge and Face.
Opens the Displacement panel, with parameters for setting how to subdivide the mesh for displacement. For details, see Subdivision Displacement Rollout (Polymesh).
The Triangulation panel, also labeled “Tris” in some configurations, appears at all sub-object levels except Vertex, and provides tools for changing how polygons are subdivided into triangles for rendering purposes. The Retriangulate tool is available only at the Polygon and Element levels.
In Edit Triangulation mode, you can see the current triangulation in the viewport, and change it by clicking two vertices on the same polygon.
To edit triangulation manually, turn on this button. The hidden edges appear. Click a polygon vertex. A rubber-band line appears, attached to the cursor. Click a non-adjacent vertex to create a new triangulation for the polygon.
Each diagonal has only two available positions at any given time, so clicking a diagonal twice in succession simply returns it to its original position. But changing the position of a nearby diagonal can make a different alternate position available to a diagonal.
For more information on how to use Turn with the enhanced Cut tool, see this procedure.
Retriangulate attempts to optimize how selected polygons are subdivided into triangles.
The Align panel provides tools for aligning objects and sub-object selections with the view or grid, or simply flattening a mesh. It is available at the object level and at all sub-object levels.
At the Object level, forces all vertices in the object to become coplanar.
In orthographic viewports, aligning to the view has the same effect as aligning to the construction grid when the home grid is active. Aligning to a perspective viewport (including camera and light views), reorients the vertices to a plane that is parallel to the camera's viewing plane. This plane is perpendicular to the view direction that is closest to the vertices' average position.
Above: Selected polygons in Perspective view
Below: Same polygons aligned to Front view
This command aligns the selected vertices to the current construction plane. When the home grid is active, the current construction plane is specified by the active viewport. For example, if the Front viewport is active, Grid Align uses the XZ plane. If a perspective viewport such as a camera viewport is active, Grid Align uses the home grid. When using a grid object, the current plane is the active grid object.
At the Object level, makes all vertices in the object planar.
Use the Visibility panel for hiding and unhiding sub-object selections. When working with complex geometry, hiding the parts you’re not modeling directly can help speed your work. It is available at all sub-object levels except Edge and Border.
Hides unselected sub-objects.
Use the Properties panel to adjust mesh smoothing, vertex colors, and material IDs. It is available at the object level and at all sub-object levels; the availability of commands depends on the level.
Turns off smoothing for the entire model.
Removes all polygons in the model from any smoothing groups, resulting in a uniform faceted appearance.
Turns off smoothing for selected polygons. Available from the Hard drop-down list at the Polygon and Element sub-object levels.
Removes selected polygons in the model from any smoothing groups, resulting in a uniform faceted appearance for those polygons.
Enables smoothing for the entire object.
Sets Auto Smooth to 180.0 and applies it to all polygons in the model.
Enables smoothing for selected polygons. Available from the Smooth drop-down list at the Polygon and Element sub-object levels.
Sets Auto Smooth to 180.0 and applies it to selected polygons.
Enables moderate smoothing for the entire object.
Sets Auto Smooth to 30.0 and applies it to all polygons in the model, assigning smoothing groups as necessary.
Enables moderate smoothing for selected polygons. Available from the Smooth 30 drop-down list at the Polygon and Element sub-object levels.
Sets Auto Smooth to 30.0 and applies it to selected polygons.
Click the color swatch to set the vertex color for selected vertices or polygons.
For more information on vertex color, see Assign Vertex Colors Utility.
Click the color swatch to set the illumination color for selected vertices or polygons.
For more information on vertex illumination, see Assign Vertex Colors Utility.
Assign an alpha (transparency) value to selected vertices or polygons.
The spinner value is a percentage; zero is completely transparent and 100 is completely opaque.
For more information on vertex alpha, see Assign Vertex Colors Utility.
Opens a dialog for working with smoothing groups. For details, see Polygon: Smoothing Groups rollout.
Opens the Material IDs dialog for setting material IDs and selecting by ID and sub-material name. For details, see Polygon: Material IDs rollout.