ai-auto-train-unreal-engine5.5-metahumans-vllms-reasoning-video-game-builder-app
/
edge_split.rst.txt
| .. _bpy.types.EdgeSplitModifier: | |
| ******************* | |
| Edge Split Modifier | |
| ******************* | |
| The *Edge Split* modifier splits, duplicates edges within a mesh, | |
| breaking 'links' between faces around those split edges. | |
| The edges to split can be determined from the edge angle (i.e. angle between faces forming that edge), | |
| and/or edges marked as sharp. | |
| Splitting an edge affects vertex normal generation at that edge, making the edge appear sharp. | |
| Hence, this modifier can be used to achieve the same effect as :ref:`Auto Smooth <auto-smooth>`, | |
| making edges appear sharp when their angle is above a certain threshold. | |
| It can also be used for manual control of the smoothing process, | |
| where the user defines which edges should appear smooth or sharp | |
| (see :ref:`Mesh Smoothing <modeling-meshes-editing-normals-shading>` for other ways to do this). | |
| If desired, both modes can be active at once. | |
| .. note:: | |
| This modifier is kept mostly for historical/compatibility reasons. | |
| Everything it can do in shading, and much more, | |
| can now be achieved using :ref:`custom normals <modeling_meshes_normals_custom>`. | |
| Unless you really need the topology changes it generates, it is not advised to use it in new projects. | |
| .. note:: | |
| Splitting edges can also be :ref:`performed manually <bpy.ops.mesh.edge_split>` in Edit Mode. | |
| Options | |
| ======= | |
| .. figure:: /images/modeling_modifiers_generate_edge-split_panel.png | |
| :align: right | |
| The Edge Split modifier. | |
| Edge Angle | |
| When enabled, edges will be split if the angle between its | |
| two adjacent faces is greater than the *Split Angle*. | |
| Split Angle | |
| On 0: all edges are split. On 180: no edges are split. | |
| Sharp Edges | |
| When enabled, edges will be split if they were :ref:`marked as sharp <bpy.ops.mesh.mark_sharp>`. | |
| .. note:: | |
| :term:`Non-manifold` edges will always be split. | |
| Examples | |
| ======== | |
| .. list-table:: | |
| * - .. figure:: /images/modeling_modifiers_generate_edge-split_example-1.png | |
| Flat shading. | |
| - .. figure:: /images/modeling_modifiers_generate_edge-split_example-2.png | |
| Smooth shading. | |
| * - .. figure:: /images/modeling_modifiers_generate_edge-split_example-3.png | |
| Smooth shading with Edge Split. | |
| - .. figure:: /images/modeling_modifiers_generate_edge-split_example-4.png | |
| Smooth shading with Edge Split and Subdivision Surface. | |