Use these options to set what happens when you select
.Turn this setting on when you want to convert a mesh from Smooth Mesh Preview display mode to a Subdiv Proxy and retain the current Smooth Mesh Preview settings. For example, if you want to render or animate a smoothed version of the object.
For information on the Exponential Smoothing Controls, see Smooth Options.
For information on the Linear Smoothing Controls, see Smooth Options.
The following options are available when you set Subdivision Method to Exponential.
Use the slider or type a number in the Division levels box to increase or decrease the number of times Maya performs the smoothing operation. This also increases or decreases the object’s smoothness. The Division levels range is from 1 to 4. The higher the value, the smoother the object.
Lets you select the algorithm that is used to smooth your mesh in Subdiv Proxy mode. Different options display depending on the Subdivision type you select.
Smooths the faces of a mesh using Maya's implementation of the Catmull-Clark algorithm.
For more information on the Maya Catmull-Clark options, see Maya Catmull-Clark Controls.
For more information on the OpenSubdiv Catmull-Clark options, see OpenSubdiv Controls.
The following options are only available when OpenSubdiv Catmull-Clark is the selected Subdivision type.
In the following example, boundary edges are sharp, but two-edge corners are smoothed.
The following options are only available when Maya Catmull-Clark is the selected Subdivision type.
The value you enter here determines the degree of smoothness.
Applies the same smoothing operation to the UVs as to the vertices. Smooth UVs is on by default, providing better results for UVs.
Turn off Smooth UVs if you want to maintain compatibility with scenes created in older versions of Maya, or if the UVs do not need to be smoothed and you want to improve performance.
Copies the edge hardness values from any hardened edges on the original mesh to the associated new edges on the Smooth Mesh preview. The default setting is off.
Controls how borders are smoothed when Smooth UVs is on.
All UV borders are smoothed.
Internal borders are smoothed. This is the default setting.
Borders are not smoothed.
Specifies what components will remain unaffected during the Smooth.
When turned on (the default), this option preserves the properties of the border edges of the mesh.
Preserves the properties of any existing manually hardened or softened edges. If you have changed the hardness or softness of edges (
or ), turn this option on to maintain those settings.Controls how the smooth mesh and proxy mesh are mirrored and/or located relative to each other.
The smooth mesh is created within the proxy mesh.
The smooth mesh is created within the proxy mesh, and both the proxy mesh and the smooth mesh are mirrored about the Mirror Direction.
Adjustments that you make to one half of the proxy mesh are automatically mirrored onto the other half, making symmetrical modeling much easier.
The smooth mesh is created adjacent to the proxy mesh (based on the Mirror Direction). This allows you to modify the proxy mesh and clearly see the result on the smooth mesh.
After you have finished modeling an object with mirroring, use Mirror Behavior set to None) for animating the object.
to remove the smooth mesh. Then create a new subdiv proxy (withIf you modify the mirrored half of the subdiv proxy in world space mode, dragging a manipulator in one direction will modify the proxy in the same direction.
If you modify the original half of the subdiv proxy, in object space or world space mode, dragging a manipulator in one direction will modify the proxy in the same direction.
The direction that the selected mesh will be mirrored. That is, positive or negative X, Y, or Z.
Subdiv Proxy will mirror the proxy mesh at the extent of its bounding box in the Mirror Direction.
When a vertex on the original mesh and its corresponding mirrored vertex are closer than the Merge Vertex Tolerance, then they will be merged into a single vertex.
Controls whether the smooth mesh is transformed when you transform the proxy mesh.
For example, you may prefer to move the proxy mesh away from the smooth mesh in order to adjust the proxy mesh and clearly see the effect on the smooth mesh. In this case, turn off Share Transform Node.
Or you may prefer to keep the proxy mesh and smooth mesh together. In this case, turn on Share Transform Node.
If you transform the proxy mesh, the smooth mesh will also be transformed.
If you transform the proxy mesh, the smooth mesh will not be transformed.
Use Share Transform Node turned off. Bind the proxy mesh to a skeleton, and hide the smooth mesh using the hotkey ` (left open quote beside the 1 key). The low resolution mesh will provide fast interactive playback.
withTo display the smooth mesh (for example, for rendering), press the ` hotkey again. (Or turn off the Subdiv Proxy Renderable option so the proxy mesh is not rendered.)
If you create a subdiv proxy with Share Transform Node turned on, and then delete history on the proxy mesh, the proxy mesh and smooth mesh will appear to become a single object. This is because they share a transform node. To select either the proxy mesh or the smooth mesh (for example, in order to delete one of them), press the Down Arrow key and then press either the Left or Right Arrow key.
Controls the appearance of the proxy mesh’s material to best suit the way you like to work.
Sets the Transparency attribute of the proxy mesh material. This material is created by the Subdiv Proxy operation.
Controls whether the proxy mesh is rendered (on) or not (off).
When on, Maya adds the proxy mesh to a new layer so you can control the visibility of the proxy mesh. When off, no layer is created. For example, if the object is already in another layer, you might want to turn off this option so that the proxy mesh only belongs to one layer and not two.
Turns on the ability to add the smooth mesh to a layer in the Layer Editor.
The smooth mesh is fully visible and selectable in this display state.
The smooth mesh is visible as a template only and is not selectable as an object.
The Reference display state restricts you from editing the smooth mesh directly. This is the default setting.