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Synopsis

subdToPoly [-addUnderTransform boolean] [-applyMatrixToResult boolean] [-caching boolean] [-connectShaders boolean] [-constructionHistory boolean] [-copyUVTopology boolean] [-depth int] [-extractPointPosition boolean] [-format int] [-inSubdCVId int int] [-inSubdCVIdLeft int] [-inSubdCVIdRight int] [-maxPolys int] [-name string] [-nodeState int] [-object boolean] [-outSubdCVId int int] [-outSubdCVIdLeft int] [-outSubdCVIdRight int] [-outv int] [-preserveVertexOrdering boolean] [-sampleCount int] [-shareUVs boolean] [-subdNormals boolean] [subd]

subdToPoly is undoable, queryable, and editable.

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.

Return value

string[]The polygon and optionally the dependency node name

In query mode, return type is based on queried flag.

Related

changeSubdivComponentDisplayLevel, changeSubdivRegion, createSubdivRegion, nurbsToSubdiv, polyToSubdiv, querySubdiv, refineSubdivSelectionList, subdCollapse, subdToBlind, subdiv, subdivCrease, subdivDisplaySmoothness

Flags

addUnderTransform, applyMatrixToResult, caching, connectShaders, constructionHistory, copyUVTopology, depth, extractPointPosition, format, inSubdCVId, inSubdCVIdLeft, inSubdCVIdRight, maxPolys, name, nodeState, object, outSubdCVId, outSubdCVIdLeft, outSubdCVIdRight, outv, preserveVertexOrdering, sampleCount, shareUVs, subdNormals
Long name (short name) Argument types Properties
-applyMatrixToResult(-amr) boolean createqueryedit
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) boolean createqueryedit
Toggle caching for all attributes so that no recomputation is needed
-copyUVTopology(-cut) boolean createqueryedit
Copy over uv topology (shared/unshared) from the original subdivision surface to the converted polygonal mesh.
Default: false
-depth(-d) int createqueryedit
The depth at which constant-depth tessellates the surface
Default: 0
-extractPointPosition(-epp) boolean createqueryedit
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 createqueryedit
Format:
  • 0 - Uniform
  • 1 - Adaptive
  • 2 - Polygon Count
  • 3 - Vertices

Default: 0
-inSubdCVId(-is) int int createqueryeditmultiuse
Input CV Id
-inSubdCVIdLeft(-isl) int createqueryedit
Higher 32 bit integer of the input CV Id
-inSubdCVIdRight(-isr) int createqueryedit
Lower 32 bit integer of the input CV Id
-maxPolys(-mp) int createqueryedit
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
-nodeState(-nds) int createqueryedit

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-Blocking will reset back to Blocking.

The Normal and Blocking cases apply to all nodes, while HasNoEffect is node specific; many nodes do not support this option. Plug-ins store state in the MPxNode::state attribute. Anyone can set it or check this attribute. Additional details about each of these 3 states follow.

State Description
Normal The normal node state. This is the default.
HasNoEffect

The HasNoEffect option (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.

It’s typical to implement support for the HasNoEffect state in the node’s 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.

Blocking

This is implemented in the depend node base class and applies to all nodes. Blocking is 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 Blocking the 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 won’t evaluate after that. Note that a blocked node will still respond to getAttr requests but a getAttr on a downstream node will not reevaluate the blocked node.

Setting the root transform of a hierarchy to Blocking won’t automatically influence child transforms in the hierarchy. To do this, you’d need to explicitly set all child nodes to the Blocking state.

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
-outSubdCVId(-os) int int createqueryeditmultiuse
Output CV Id
-outSubdCVIdLeft(-osl) int createqueryedit
Higher 32 bit integer of the output CV Id
-outSubdCVIdRight(-osr) int createqueryedit
Lower 32 bit integer of the output CV Id
-outv(-ov) int createqueryeditmultiuse
Out Vertices corresponding to the inSubDCVs.
-preserveVertexOrdering(-pvo) boolean createqueryedit
Preserve vertex ordering in conversion
Default: true
-sampleCount(-sc) int createqueryedit
The number of samples per face
Default: 1
-shareUVs(-suv) boolean createqueryedit
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) boolean createqueryedit
Keep subdiv surface normals
Default: false
Common flags
-addUnderTransform(-aut) boolean createquery
If true then add the result underneath a transform node
-connectShaders(-cs) boolean create
If true, all shader assignment will be copied from the original subdiv surface to the converted polygonal surface.
Default: true
-constructionHistory(-ch) boolean create
Turn the construction history on or off.
-name(-n) string create
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.
-object(-o) boolean create
Create the result, or just the dependency node.

Flag can appear in Create mode of command Flag can appear in Edit mode of command
Flag can appear in Query mode of command Flag can be used more than once in a command.

MEL examples

// To create a new polygon from a subdivision surface:
subdToPoly subd1;