Select Mesh > Booleans > <Name of Boolean Operation> > to set the Boolean Operation Options.
Select your meshes, then this command to fuse them into a single new object. The surface of each object that is inside another object is deleted, and the remaining exterior surfaces are fused together.
Select your meshes, then this command to subtract the second selected object (B) from the first selected object (A).
Select your meshes, then this command to subtract the first selected object (A) from the second selected object (B).
Select your meshes, then this command to produce a new object. Any surface that is not inside another input object is deleted, and the remaining interior surfaces are fused together.
Select your meshes, then this command to make a slice in the first selected object. Any faces that are located along the intersection of the two input objects are divided into separate shells.
Select your meshes, then this command to punch a hole in the first selected object. Any surface of the first selected object that is inside any of the other input objects is deleted, leaving an open mesh.
Select your meshes, then this command to cut geometry out of the first selected object. Any surface of the first selected object that is outside any of the other input objects is deleted, leaving an open mesh.
Select your meshes, then this command to create new topology. New edges are inserted on the first selected mesh along the intersection of the input objects.
Combines the selected meshes into a single polygon mesh. Many polygon editing operations can only be performed between two separate mesh shells once they have been combined into the same mesh.
If there are Component Tags on any of the combined meshes that you want available in the merged mesh's Component Tag table, select the polyUnite node in the Node Editor to open the polyUnite tab in the Attribute Editor. There, you can click Add New Item to enter the name of the componet tag you want to include in the combined mesh's Component Tag table.
Select Mesh > Combine > to set the Combine Options.
Separates disconnected shells in a mesh into separate meshes. You can separate all of the shells at once, or you can specify the shells you want separated by first selecting some faces on the shells you want separated before choosing Mesh > Separate.
Select Mesh > Conform > to set the Conform Options.
The Fill Hole feature lets you fill in a region of a polygon mesh where polygons do not exist provided the region is bounded by three or more polygon edges. Fill Hole creates a polygon with three or more sides to fill in the selected region.
Reduces the number of polygons in a selected region of a polygon mesh, optionally taking into account UVs and vertex colors as it chooses which areas to reduce. Reduce is useful when you need to lower the number of polygons in a particular region of a polygon mesh. The polygon reduction is controlled via a polyReduce node that gets created. This lets you experiment with the amount of blend reduction and can be removed altogether should you wish to return the polygon mesh to its original pre-reduced state. You can also preserve the original vertex positions to minimize the overall shape change that occurs on the mesh as a result of the reduction. You can optionally paint the amount of polygon reduction using the Mesh Tools > Paint Reduce Weights Tool.
Select Mesh > Reduce > to set the Reduce Options.
Smooths the selected polygon mesh by adding divisions to the polygons on the mesh.
Select Mesh > Smooth > to set the Smooth Options.
Unsubdivides any Catmull-Clark smoothed, high resolution mesh. You can set the number of subdivision levels to recreate in the Unsmooth Options (Mesh > Smooth > ) or polyUnsmooth node. See also Unsmooth a mesh.
Converts the existing polygon selection to triangles.
Converts the existing polygon selection to quadrangles.
Select Mesh > Quadrangulate > to set the Quadrangulate Options.
Redefines the topology of a mesh or selected components by splitting non-triangular faces into triangles. Use Remesh to create a uniformly tessellated triangular mesh or add detail to specific regions of the surface.
Select Mesh > Remesh > to set the Remesh Options.
Select Mesh > Retopologize > to set the Retopologize Options.
Mirrors the selected object across an axis of symmetry. Select Mesh > Mirror > to set the Mirror Options.
Lets you copy UV, shader, and color per vertex attributes from one polygon mesh to another by copying the attributes to a temporary clipboard. You can set the copy feature to copy one attribute or all three simultaneously. The attribute options you can copy between polygon meshes are described below.
Select Mesh > Clipboard Actions > Copy Attributes > to set the Copy Attributes Options.
Lets you paste any UV, shader, and color per vertex attributes that you previously copied to the temporary clipboard from another polygon mesh. You can set the paste feature to paste one attribute or any of the three attributes that were copied as a result of the copy operation.
Clear Clipboard empties the clipboard of any saved polygon attributes so that new attributes can be subsequently copied and pasted between polygon meshes.
Use the Clear Clipboard Options to specify which attributes (UV, Shader, and Color per vertex) to clear when you select this menu item.
Transfer Attributes transfers UV, color per vertex (CPV), and vertex position information between meshes that have differing topologies (that is, the meshes have different shapes, and the vertices and edges are different).
Transfer Attributes transfers vertex data by sampling the vertex information on the source mesh and then transferring the information to the specified target mesh, based on a comparison that is spatially based. The target mesh gets modified as a result.
Select Mesh > Transfer Attributes > to set the Transfer Attributes Options.
The Transfer Shading Sets tool allows you to transfer the shading assignment data between two objects that may be topologically different. For example, you can transfer shading assignment data from a cube to a sphere. Faces in similar locations are assigned the same shading data.
Select Mesh > Transfer Shading Sets > to set the Transfer Shading Sets Options.
Transfers Vertex Order allows you to transfer the vertex ID order from one object to another. For more information, see Modify or transfer vertex orders.
Performs various operations on the selection to identify and remove extraneous and invalid polygon geometry.
Select Mesh > Cleanup > to set the Cleanup Options.
Select Mesh > Smooth Proxy > Subdiv Proxy > to set the Subdiv Proxy Options.
Select Mesh > Smooth Proxy > Remove Subdiv Proxy Mirror > to set the Remove Subdiv Proxy Mirror Options.