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Synopsis

nurbsToSubdiv( [surface] , [addUnderTransform=boolean], [caching=boolean], [collapsePoles=boolean], [constructionHistory=boolean], [matchPeriodic=boolean], [maxPolyCount=int], [name=string], [nodeState=int], [object=boolean], [reverseNormal=boolean])

Note: Strings representing object names and arguments must be separated by commas. This is not depicted in the synopsis.

nurbsToSubdiv is undoable, queryable, and editable.

This command converts a NURBS surface and produces a subd surface. The name of the new subdivision surface is returned. If construction history is ON, then the name of the new dependency node is returned as well.

Return value

string[]The subd surface and optionally the dependency node name

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

Related

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

Flags

addUnderTransform, caching, collapsePoles, constructionHistory, matchPeriodic, maxPolyCount, name, nodeState, object, reverseNormal
Long name (short name) Argument types Properties
Common flags
addUnderTransform(aut) boolean createqueryedit
Specify whether the new surface should be added under the old transform or not.
caching(cch) boolean createqueryedit
Toggle caching for all attributes so that no recomputation is needed
collapsePoles(cp) boolean createqueryedit
Collapse poles into a single point
Default: false
constructionHistory(ch) boolean create
Turn the construction history on or off.
matchPeriodic(mp) boolean createqueryedit
Match periodic surface texture mapping in the result.
Default: false
maxPolyCount(mpc) int createqueryedit
The maximum number of base mesh faces in the resulting subdivision surface.
Default: 1000
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.
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
object(o) boolean create
Create the result, or just the dependency node.
reverseNormal(rn) boolean createqueryedit
Reverse the NURBS surface normal in the conversion.
Default: true

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 have multiple arguments, passed either as a tuple or a list.

Python examples

import maya.cmds as cmds

# To create a new subd surface from a NURBS surface:
cmds.nurbsToSubdiv( 'nurbsSphere1' )

# To create a new subd surface from a NURBS surface with history so that
# the tesselation can be edited afterwards:
cmds.nurbsToSubdiv( 'nurbsSphere1', ch=True )