polySmooth is undoable, queryable, and editable.
Smooth a polygonal object. This command works on polygonal objects
or faces.
In query mode, return type is based on queried flag.
Long name (short name) |
Argument types |
Properties |
|
Common poly modifier operation flags |
-caching(-cch)
|
boolean
|
|
|
Toggle caching for all attributes so that no recomputation is needed
|
|
-constructionHistory(-ch)
|
boolean
|
|
|
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
|
|
|
Give a name to the resulting node.
|
|
-nodeState(-nds)
|
int
|
|
|
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
|
|
|
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
|
|
|
Degree of the resulting limit surface
|
|
-divisions(-dv)
|
int
|
|
|
This flag specifies the number of recursive smoothing steps.
C: Default is 1.
Q: When queried, this flag returns an int.
|
|
-divisionsPerEdge(-dpe)
|
int
|
|
|
Number of subdivisions along one edge for each step.
|
|
-keepBorder(-kb)
|
boolean
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
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
|
|
|
Type of smoothing algorithm to use
0 - exponential - traditional smoothing
1 - linear - number of faces per edge grows linearly
|
|
-osdCreaseMethod(-ocr)
|
int
|
|
|
Controls how boundary edges and vertices are interpolated.
|
|
-osdFvarBoundary(-ofb)
|
int
|
|
|
Controls how boundaries are treated for face-varying data (UVs and Vertex Colors).
|
|
-osdFvarPropagateCorners(-ofc)
|
boolean
|
|
|
-osdSmoothTriangles(-ost)
|
boolean
|
|
|
Apply a special subdivision rule be applied to all triangular faces
that was empirically determined to make triangles subdivide more smoothly.
|
|
-osdVertBoundary(-ovb)
|
int
|
|
|
Controls how boundary edges and vertices are interpolated.
|
|
-propagateEdgeHardness(-peh)
|
boolean
|
|
|
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
|
|
|
COMMENT 0.0 is approximation, 1.0 is interpolation scheme
|
|
-roundness(-ro)
|
float
|
|
|
When 1.0, push vectors are renormalized to keep length constant
|
|
-smoothUVs(-suv)
|
boolean
|
|
|
If true: UVs as well as geometry will be smoothed
|
|
-subdivisionLevels(-sl)
|
int
|
|
|
Number of times the subdivide and smooth operation is run.
|
|
-subdivisionType(-sdt)
|
int
|
|
|
The subdivision method used for smoothing.
C: Default is 0.
0: Maya Catmull-Clark
1: OpenSubdiv Catmull-Clark
|
|