Use these options to set what happens when you select
.The Exponential and Linear smoothing options both smooth equally, but they offer different controls for the resulting topology. For example, Exponential has an option to maintain soft and hard edges, while Linear has options to better control the number of resulting faces.
You can switch between the two methods after you’ve smoothed by changing the Method attribute on the polySmoothFace node.
The following options are available when you set Add Divisions to Exponentially.
Use the slider or enter a number in the Division levels field to increase or decrease the number of times Maya performs the smoothing operation. This also increases or decreases the object’s smoothness.
The Divisions levels slider ranges from 1 to 4, but you can manually enter values of 5 and greater in the Divisions levels field.
Lets you select the algorithm that is used to smooth your mesh. 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.
OpenSubdiv Catmull-Clark applies a uniform refinement scheme to the faces of a mesh.
For more information on the OpenSubdiv Catmull-Clark options, see OpenSubdiv Catmull-Clark.
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. 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. It controls the Keep Border attribute of the PolySmoothFace node.
When turned on (default), this option preserves the properties of the edges bordering the selected and non-selected faces.
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.Turn this option on so that when changes are made to the history nodes, the smooth node does not redo the tessellation, but just repositions the generated vertices.
The following options are available when you set Add Divisions to Linearly. The Linear smoothing method gives you more control over the number of faces resulting from the smooth, especially the Divisions per face attribute.
Do not use the Linear method on a surface with faces that have more than four edges. The resulting smooth surface will be uneven. Use
or before performing the smooth.The number of times Maya performs smoothing. The higher the value, the smoother the object and the more faces are generated.
Changing both Division levels and Divisions per face settings can create a very large number of faces on the mesh, causing a reduced interactive performance of the Maya application.
Increases the number of faces in smaller increments than Division levels. Using this option, you can more easily achieve a balance between smoothness and a low polygon count.
The face count increases as a result of dividing each face. Maya divides each face by splitting the existing edges. The value you set is the number of splits Maya performs. When Divisions per face is set to 1 each edge is split once, a value of 2 will split each edge twice, and so on.
Controls the overall volume of the resulting smoothed mesh. Higher values scale the mesh outward while lower values scale it back. The default setting is 1.
Creates a bulge in the surface by scaling vertices around the center of the original faces. Higher values scale these vertices outward and lower values scale them back. For Roundness to have an effect, Push Strength must be greater than zero.