pymel.core.modeling.subdToPoly

subdToPoly(*args, **kwargs)

This command tessellates a subdivision surface and produces polygon. The name of the new polygon 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
addUnderTransform / aut bool ../../../_images/create.gif ../../../_images/query.gif
  If true then add the result underneath a transform node
applyMatrixToResult / amr bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  If true, the matrix on the input geometry is applied to the object and the resulting geometry will have identity matrix on it. If false the conversion is done on the local space object and the resulting geometry has the input object’s matrix on it. Default:true
caching / cch bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Toggle caching for all attributes so that no recomputation is needed
connectShaders / cs bool ../../../_images/create.gif
  If true, all shader assignment will be copied from the original subdiv surface to the converted polygonal surface. Default:true
constructionHistory / ch bool ../../../_images/create.gif
  Turn the construction history on or off.
copyUVTopology / cut bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Copy over uv topology (shared/unshared) from the original subdivision surface to the converted polygonal mesh. Default:false
depth / d int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  The depth at which constant-depth tessellates the surface Default:0
extractPointPosition / epp bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Determines how the position of a mesh point is calculated If on the position of the mesh point is returned. If off the position of the point of the surface is returned. Default:false
format / f int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Format: 0 - Uniform1 - Adaptive2 - Polygon Count3 - VerticesDefault:0
frozen / fzn bool  
   
inSubdCVId / inSubdCVId int, int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Input CV Id
inSubdCVIdLeft / isl int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Higher 32 bit integer of the input CV Id
inSubdCVIdRight / isr int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Lower 32 bit integer of the input CV Id
maxPolys / mp int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  The maximum number of polygons at which by polygons tessellates. If this attribute is greater than zero, it will override the sample count and depth attributes. Default:0
name / n unicode ../../../_images/create.gif
  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 ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  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
object / o bool ../../../_images/create.gif
  Create the result, or just the dependency node. Flag can have multiple arguments, passed either as a tuple or a list.
outSubdCVId / os int, int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Output CV Id
outSubdCVIdLeft / osl int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Higher 32 bit integer of the output CV Id
outSubdCVIdRight / osr int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Lower 32 bit integer of the output CV Id
outv / ov int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Out Vertices corresponding to the inSubDCVs.
preserveVertexOrdering / pvo bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Preserve vertex ordering in conversion Default:true
sampleCount / sc int ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  The number of samples per face Default:1
shareUVs / suv bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Force sharing of uvs on all common vertices - the value of this attribute gets overridden by the value of the copyUVTopology attribute. Default:false
subdNormals / un bool ../../../_images/create.gif ../../../_images/query.gif ../../../_images/edit.gif
  Keep subdiv surface normals Default:false Common flags

Derived from mel command maya.cmds.subdToPoly

Example:

import pymel.core as pm

# To create a new polygon from a subdivision surface:
pm.subdToPoly( 'subd1' )