pymel.core.modeling.nurbsToPoly¶
- nurbsToPoly(*args, **kwargs)¶
This command tesselates a NURBS surface and produces a polygonal surface. The name of the new polygonal surface is returned. If construction history is ON, then the name of the new dependency node is returned as well.
Flags:
Long Name / Short Name Argument Types Properties caching / cch bool Toggle caching for all attributes so that no recomputation is needed chordHeight / cht float chordHeightRatio / chr float constructionHistory / ch bool Turn the construction history on or off. curvatureTolerance / cvt int Presets for level of secondary criteria curvature tolerance: 0 = highest tolerance, 1 = high tolerance, 2 = medium tolerance, 3 = no tolerance Default:2 delta / d float edgeSwap / es bool explicitTessellationAttributes / eta bool specify advanced or novice mode for tessellation parameters Default:true format / f int fractionalTolerance / ft float frozen / fzn bool matchNormalDir / mnd bool matchRenderTessellation / mrt bool minEdgeLength / mel float name / n unicode Sets the name of the newly-created node. If it contains namespace path, the new node will be created under the specified namespace; if the namespace does not exist, it will be created. nodeState / nds int Maya dependency nodes have 6 possible states. The Normal (0), HasNoEffect (1), and Blocking (2)states can be used to alter how the graph is evaluated. The Waiting-Normal (3), Waiting-HasNoEffect (4), Waiting-Blocking (5)are for internal use only. They temporarily shut off parts of the graph during interaction (e.g., manipulation). The understanding is that once the operation is done, the state will be reset appropriately, e.g. Waiting-Blockingwill reset back to Blocking. The Normaland Blockingcases apply to all nodes, while HasNoEffectis node specific; many nodes do not support this option. Plug-ins store state in the MPxNode::stateattribute. Anyone can set it or check this attribute. Additional details about each of these 3 states follow. StateDescriptionNormalThe normal node state. This is the default.HasNoEffectThe HasNoEffectoption (a.k.a. pass-through), is used in cases where there is an operation on an input producing an output of the same data type. Nearly all deformers support this state, as do a few other nodes. As stated earlier, it is not supported by all nodes. Its typical to implement support for the HasNoEffectstate in the nodes compute method and to perform appropriate operations. Plug-ins can also support HasNoEffect. The usual implementation of this state is to copy the input directly to the matching output without applying the algorithm in the node. For deformers, applying this state leaves the input geometry undeformed on the output. BlockingThis is implemented in the depend node base class and applies to all nodes. Blockingis applied during the evaluation phase to connections. An evaluation request to a blocked connection will return as failures, causing the destination plug to retain its current value. Dirty propagation is indirectly affected by this state since blocked connections are never cleaned. When a node is set to Blockingthe behavior is supposed to be the same as if all outgoing connections were broken. As long as nobody requests evaluation of the blocked node directly it wont evaluate after that. Note that a blocked node will still respond to getAttrrequests but a getAttron a downstream node will not reevaluate the blocked node. Setting the root transform of a hierarchy to Blockingwont automatically influence child transforms in the hierarchy. To do this, youd need to explicitly set all child nodes to the Blockingstate. For example, to set all child transforms to Blocking, you could use the following script. import maya.cmds as cmds def blockTree(root): nodesToBlock = [] for node in {child:1 for child in cmds.listRelatives( root, path=True, allDescendents=True )}.keys(): nodesToBlock += cmds.listConnections(node, source=True, destination=True ) for node in {source:1 for source in nodesToBlock}.keys(): cmds.setAttr( ‘%s.nodeState’ % node, 2 ) Applying this script would continue to draw objects but things would not be animated. Default:kdnNormal normalizeTrimmedUVRange / ntr bool object / o bool Create the result, or just the dependency node. polygonCount / pc int polygonType / pt int smoothEdge / ues bool Specifies if the decision to continue tessellation should be based on the nurbs edge smoothness Default:false smoothEdgeRatio / esr float Specifies the edge smooth ratio. The higher the value, the smoother the edge will be. Default:0.99 uDivisionsFactor / nuf float Specifies the tessellation increase factor in U for novice mode Default:1.5 uNumber / un int uType / ut int useChordHeight / uch bool useChordHeightRatio / ucr bool useSurfaceShader / uss bool vDivisionsFactor / nvf float Specifies the tessellation increase factor in V for novice mode Default:1.5 Flag can have multiple arguments, passed either as a tuple or a list. vNumber / vn int vType / vt int Derived from mel command maya.cmds.nurbsToPoly
Example:
import pymel.core as pm # To create a new polygonal surface from a NURBS surface: pm.nurbsToPoly( 'nurbsSphere1' ) # To create a new polygonal surface from a NURBS surface with # history so that the tesselation can be edited afterwards: pm.nurbsToPoly( 'nurbsSphere1', ch=True )