Go to: Related nodes. Attributes.

Subdivide and smooth faces of a polygonal object.

See the documentation for the parent node polyModifier for more details.

Node nameParentsClassificationMFn typeCompatible function sets
polySmoothFacepolyModifiergeometrykPolySmoothFacetkBase
kNamedObject
kDependencyNode
kMidModifier
kPolySmoothFacet

Related nodes

polyTweak, polyTweakUV, polyMapCut, polyMapDel, polyMapSew, polyNormal, polyMoveUV, polyMoveFacetUV, polyFlipEdge, polySmooth, polyReduce, polyDelFacet, polyDelVertex, polyMergeFace, polySplit, polyAppendVertex, polySubdFace, polyCollapseF, polyCloseBorder, polyAppend, polyCollapseEdge, polyTriangulate, polyDelEdge, polyMergeEdge, polyColorPerVertex, polyNormalPerVertex, deleteUVSet, polySeparate

Attributes (19)

boundaryRule, continuity, degree, divisions, divisionsPerEdge, keepBorder, keepHardEdge, keepMapBorders, keepSelectionBorder, keepTessellation, maya2008Above, maya65Above, method, orderVerticesFromFacesFirst, propagateEdgeHardness, pushStrength, roundness, smoothUVs, subdivisionLevels

Long name (short name)TypeDefaultFlags
roundness (ro) float0outputinputconnectablestorablekeyable
When 1, push vectors are renormalized to keep length constant
boundaryRule (bnr) enumint16_t1outputinputconnectablestorable
Controls how boundary edges and vertices are creased. By default, creases are automatically applied to all boundary edges and all vertices that have only 2 incident edges prior to converted to a smooth mesh. Users can control this behavior by modifying this enum. The options are 0 - use the original legacy algorithm which did not automatically crease boundary edges and vertices. 1 - default setting, apply creasing 2 - apply creasing to edges only
continuity (c) float1outputinputconnectablestorablekeyable
The smoothness parameter. Range is [0,1]. Default value of 1 smooths the faces as much as possible. Value of 0 subdivides faces only.
degree (deg) integer3outputinputconnectablestorable
Degree of the resulting limit surface
divisions (dv) short1outputinputconnectablestorablekeyable
The number of recursive quad subdivisions to perform on each face.
divisionsPerEdge (dpe) integer1outputinputconnectablestorablekeyable
Number of subdivisions along one edge for each step.
keepBorder (kb) booltrueoutputinputconnectablestorablekeyable
If true: border edges will not be smoothed.
keepHardEdge (khe) boolfalseoutputinputconnectablestorablekeyable
If true: hard edges will not be smoothed.
keepMapBorders (kmb) enumint16_t1outputinputconnectablestorablekeyable
Treatment of UV map borders 0 - all map border edges will be smoothed 1 - map borders that are also geometry borders will be smoothed 2 - no map borders will be smoothed
keepSelectionBorder (ksb) booltrueoutputinputconnectablestorablekeyable
If true: edges at selection borders will not be smoothed.
keepTessellation (kt) booltrueoutputinputconnectablestorablekeyable
If true: the object will be smoothed consistently from frame to frame. This is best when the object is being deformed or animated . If false: non-starlike faces will be triangulated before being smoothed. This avoids self-overlapping faces, but could lead to a change in topology (number of vertices/faces) from frame to frame, during an animated deformation.
maya2008Above (m08) boolfalseoutputinputconnectablestorablehidden
Internal attribute to handle file compatibilty
maya65Above (ma) boolfalseoutputinputconnectablestorablehidden
Internal attribute to handle file compatibilty
method (mth) enumint16_t0outputinputconnectablestorablekeyable
Type of smoothing algorithm to use 0 - exponential - traditional smoothing 1 - linear - number of faces per edge grows linearly
subdivisionLevels (sl) integer1outputinputconnectablestorablekeyable
Number of times the subdivide and smooth operation is run.
orderVerticesFromFacesFirst (ovf) boolfalseoutputinputconnectablestorablehidden
Internal attribute to handle file compatibilty
propagateEdgeHardness (peh) boolfalseoutputinputconnectablestorable
If true: edges which are a result of smoothed edges will be given the same value for their edge hardness. New subdivided edges will always be smooth.
pushStrength (ps) float0.0outputinputconnectablestorablekeyable
0 is approximation, 1 is interpolation scheme
smoothUVs (suv) boolfalseoutputinputconnectablestorablekeyable
If true: UVs as well as geometry will be smoothed