Editable Patch provides controls for manipulating an object as a patch object and at five sub-object levels: vertex, handle, edge, patch, and element.
Editable Patch objects provide the same basic functionality as the Edit Patch modifier. Because working with them requires less processing and memory, we recommend you use Editable Patch objects rather than the Edit Patch modifier whenever possible.
When you convert an object to Editable Patch format or apply an Edit Patch modifier, 3ds Max converts the object's geometry into a collection of separate Bezier patches, each patch made up of a framework of vertices and edges, plus a surface.
The output of the Surface modifier is a patch surface. If you model with splines and use the Surface modifier to generate a patch surface from the spline cage, you can use an Edit Patch modifier for further modeling.
If you’re editing a patch object that has modifiers applied and want to see the result of all the modifiers in the stack, turn on (Show End Result) on the Modify panel. This option remains on until you turn it off.
To work at a sub-object level:
To attach an object using Edit Patch:
The object takes on a patch structure and stays in its original location.
The attached object is now part of the editable patch object. The Tessellation settings for the original object affect attached objects as well.
To attach and reorient an object:
The object is both attached and moved to align with the patch object. The pivot of the attached object matches the pivot of the Edit Patch object.
To detach a patch surface:
A Detach dialog appears.
The detached surface remains in place if you chose not to reorient it. It is deselected and assigned a different color.
To copy a patch surface:
A Detach dialog appears.
The copied object remains in place if you chose not to reorient it.
To delete patches:
The patches disappear.
To subdivide a patch:
The patch selection is subdivided, increasing the number of patches.
You can repeat this process, subdividing multiple times. Each subdivision increases the number of patches, which become increasingly smaller. The following figure is an example of modeling a highly subdivided surface.
To subdivide an edge:
A single edge is indicated by its coordinate axis or transform gizmo at the center of the edge. For multiple edges, the axis icon is at the center of the selection set.
The edge selection is subdivided. Each new edge is on the boundary of a new, smaller patch.
To add a patch:
A new patch is added to the surface.
To unlock interior edges of selected patches:
The check mark moves from Auto Interior, the default, to Manual Interior. Interior edges and their vertices are now unlocked. If you now transform the patch, the interior edges remain static. To transform the interior vertices, see the following procedure.
To transform interior vertices:
The check mark moves from Auto Interior, the default, to Manual Interior.
The interior vertices appear as yellow squares.
To anchor a patch:
By default, the welding process shifts the geometry of both patches to a common center. You can anchor one patch so that the other patch moves to its location when the weld occurs.
When the weld occurs, the anchor patch remains fixed while the other patch moves to make the weld.
To create a new element, do one of the following:
For information about these settings, see Selection Rollout (Editable Patch).
For information on the Soft Selection rollout settings, see Soft Selection Rollout.
The Geometry rollout provides functions for editing a patch object and its sub-objects, and the Surface Properties controls let you modify the object's rendering characteristics. For detailed information on sub-object-specific controls, see the topics in this section.