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
If true then add the result underneath a transform node applyMatrixToResult / amr bool
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
Toggle caching for all attributes so that no recomputation is needed connectShaders / cs bool
If true, all shader assignment will be copied from the original subdiv surface to the converted polygonal surface. Default:true constructionHistory / ch bool
Turn the construction history on or off. copyUVTopology / cut bool
Copy over uv topology (shared/unshared) from the original subdivision surface to the converted polygonal mesh. Default:false depth / d int
The depth at which constant-depth tessellates the surface Default:0 extractPointPosition / epp bool
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
Format: 0 - Uniform1 - Adaptive2 - Polygon Count3 - VerticesDefault:0 frozen / fzn bool inSubdCVId / inSubdCVId int, int
Input CV Id inSubdCVIdLeft / isl int
Higher 32 bit integer of the input CV Id inSubdCVIdRight / isr int
Lower 32 bit integer of the input CV Id maxPolys / mp int
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
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 object / o bool
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
Output CV Id outSubdCVIdLeft / osl int
Higher 32 bit integer of the output CV Id outSubdCVIdRight / osr int
Lower 32 bit integer of the output CV Id outv / ov int
Out Vertices corresponding to the inSubDCVs. preserveVertexOrdering / pvo bool
Preserve vertex ordering in conversion Default:true sampleCount / sc int
The number of samples per face Default:1 shareUVs / suv bool
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
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' )