Go to: Synopsis. Return value. Related. Flags. MEL examples.

Synopsis

polySmooth [-caching boolean] [-constructionHistory boolean] [-continuity float] [-degree int] [-divisions int] [-divisionsPerEdge int] [-keepBorder boolean] [-keepHardEdge boolean] [-keepMapBorders int] [-keepSelectionBorder boolean] [-keepTesselation boolean] [-keepTessellation boolean] [-method int] [-name string] [-nodeState int] [-osdCreaseMethod int] [-osdFvarBoundary int] [-osdFvarPropagateCorners boolean] [-osdSmoothTriangles boolean] [-osdVertBoundary int] [-propagateEdgeHardness boolean] [-pushStrength float] [-roundness float] [-smoothUVs boolean] [-subdivisionLevels int] [-subdivisionType int]

polySmooth is undoable, queryable, and editable.

Smooth a polygonal object. This command works on polygonal objects or faces.

Return value

stringThe node name.

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

Related

polyAppend, polyAppendVertex, polyBevel, polyChipOff, polyCreateFacet, polyExtrudeEdge, polyExtrudeFacet, polySplit, polySplitVertex, polySubdivideEdge, polySubdivideFacet, polyTriangulate

Flags

caching, constructionHistory, continuity, degree, divisions, divisionsPerEdge, keepBorder, keepHardEdge, keepMapBorders, keepSelectionBorder, keepTesselation, keepTessellation, method, name, nodeState, osdCreaseMethod, osdFvarBoundary, osdFvarPropagateCorners, osdSmoothTriangles, osdVertBoundary, propagateEdgeHardness, pushStrength, roundness, smoothUVs, subdivisionLevels, subdivisionType
Long name (short name) Argument types Properties
Common poly modifier operation flags
-caching(-cch) boolean createqueryedit
Toggle caching for all attributes so that no recomputation is needed
-constructionHistory(-ch) boolean createquery
Turn the construction history on or off (where applicable). If construction history is on then the corresponding node will be inserted into the history chain for the mesh. If construction history is off then the operation will be performed directly on the object.
Note: If the object already has construction history then this flag is ignored and the node will always be inserted into the history chain.
-name(-n) string create
Give a name to the resulting node.
-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
Flags From The polySmoothFacet Node
-continuity(-c) float createqueryedit
This flag specifies the smoothness parameter. The minimum value of 0.0 specifies that the faces should only be subdivided. Maximum value of 1.0 smooths the faces as much as possible.
C: Default is 1.0
Q: When queried, this flag returns a float.
-degree(-deg) int create
Degree of the resulting limit surface
-divisions(-dv) int createqueryedit
This flag specifies the number of recursive smoothing steps.
C: Default is 1.
Q: When queried, this flag returns an int.
-divisionsPerEdge(-dpe) int create
Number of subdivisions along one edge for each step.
-keepBorder(-kb) boolean createqueryedit
If on, the border of the object will not move during smoothing operation.
C: Default is "on".
Q: When queried, this flag returns an int.
-keepHardEdge(-khe) boolean createqueryedit
If true, vertices on hard edges will not be modified.
C: Default is false.
Q: When queried, this flag returns a boolean.
-keepMapBorders(-kmb) int create
Treatment of UV map borders 0 - all map border edges will be smoothed 1 - map borders that are also geometry borders will be smoothed 2 - no map borders will be smoothed
-keepSelectionBorder(-ksb) boolean createqueryedit
If true, vertices on border of the selection will not be modified.
C: Default is false.
Q: When queried, this flag returns a boolean.
-keepTesselation(-xkt) boolean create
If true: the object will be smoothed consistently from frame to frame. This is best when the object is being deformed or animated . If false: non-starlike faces will be triangulated before being smoothed. This avoids self-overlapping faces, but could lead to a change in topology (number of vertices/faces) from frame to frame, during an animated deformation.
-keepTessellation(-kt) boolean create
If true: the object will be smoothed consistently from frame to frame. This is best when the object is being deformed or animated . If false: non-starlike faces will be triangulated before being smoothed. This avoids self-overlapping faces, but could lead to a change in topology (number of vertices/faces) from frame to frame, during an animated deformation.
-method(-mth) int create
Type of smoothing algorithm to use 0 - exponential - traditional smoothing 1 - linear - number of faces per edge grows linearly
-osdCreaseMethod(-ocr) int createqueryedit
Controls how boundary edges and vertices are interpolated.
-osdFvarBoundary(-ofb) int createqueryedit
Controls how boundaries are treated for face-varying data (UVs and Vertex Colors).
-osdFvarPropagateCorners(-ofc) boolean createqueryedit
-osdSmoothTriangles(-ost) boolean createqueryedit
Apply a special subdivision rule be applied to all triangular faces that was empirically determined to make triangles subdivide more smoothly.
-osdVertBoundary(-ovb) int createqueryedit
Controls how boundary edges and vertices are interpolated.
-propagateEdgeHardness(-peh) boolean createqueryedit
If true, edges which are a result of smoothed edges will be given the same value for their edge hardness. New subdivided edges will always be smooth.
C: Default is false.
Q: When queried, this flag returns a boolean.
-pushStrength(-ps) float create
COMMENT 0.0 is approximation, 1.0 is interpolation scheme
-roundness(-ro) float create
When 1.0, push vectors are renormalized to keep length constant
-smoothUVs(-suv) boolean create
If true: UVs as well as geometry will be smoothed
-subdivisionLevels(-sl) int create
Number of times the subdivide and smooth operation is run.
-subdivisionType(-sdt) int createqueryedit
The subdivision method used for smoothing.
C: Default is 0.
0: Maya Catmull-Clark
1: OpenSubdiv Catmull-Clark

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

polyCube -n plg1; move -3 0 2;
polyCube -n plg2; move -3 0 -2;
polyCube -n plg3; move 0 0 2; delete plg3.f[1];
polyCube -n plg4; move 0 0 -2; delete plg4.f[1];
polyCube -n plg5; move 3 0 2;
polyCube -n plg6; move 3 0 -2;

polyOptions -ao -db 1;

// only one division:
polySmooth -dv 1 plg1.f[0:5];

// 2 divisions produces a round-ish object
polySmooth -dv 2 plg2.f[0:5];

// keep border edges
select plg3.f[0:4];
polySmooth -kb 1;

// don't keep border edges
select plg4.f[0:4];
polySmooth -kb 0;

// 1 division, continuity 0.2
select plg5;
polySmooth -c 0.2;

// 1 division, continuity 0.8
polySmooth -c 0.8 plg6.f[0:5];