ai-auto-train-unreal-engine5.5-metahumans-vllms-reasoning-video-game-builder-app
/
multiresolution.rst.txt
| .. TODO/Review: {{review|im=needs examples}}. | |
| .. _bpy.types.MultiresModifier: | |
| ************************ | |
| Multiresolution Modifier | |
| ************************ | |
| The *Multiresolution* modifier (often shortened to "Multires") gives you the ability to subdivide a mesh similarly | |
| to the :doc:`Subdivision Surface </modeling/modifiers/generate/subdivision_surface>` modifier, | |
| but also allows you to edit the new subdivision levels in :doc:`Sculpt Mode </sculpt_paint/sculpting/introduction>`. | |
| .. note:: | |
| *Multiresolution* is the only modifier that cannot be repositioned in the stack after any modifier that will | |
| change geometry or other object data (i.e. all *Generate*, some *Modify* and some *Simulate* modifiers | |
| cannot come before the *Multiresolution* one). | |
| Options | |
| ======= | |
| .. figure:: /images/modeling_modifiers_generate_multiresolution_panel.png | |
| :align: right | |
| The Multiresolution modifier. | |
| Type | |
| Sets the type of subdivision. | |
| Simple | |
| Maintains the current shape, and simply subdivides edges. | |
| Catmull-Clark | |
| Creates a smooth surface, usually smaller than the original, using the standard | |
| `Catmull-Clark <https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface>`__ | |
| subdivision surface algorithm. | |
| Levels | |
| ------ | |
| The left column of settings control the general quality generated by the modifier in various contexts. | |
| Preview | |
| Set the level of subdivisions to show in Object Mode. | |
| Sculpt | |
| Set the level of subdivisions to use in Sculpt Mode. | |
| Render | |
| Set the level of subdivisions to show when rendering. | |
| Quality | |
| How precisely the vertices are positioned (relatively to their theoretical position), | |
| can be lowered to get a better performance when working on heavy meshes. | |
| Operations | |
| ---------- | |
| The right column gathers several operators necessary to manage multi-resolution workflow. | |
| Subdivide | |
| Adds another level of subdivision. | |
| Delete Higher | |
| Deletes all subdivision levels that are higher than the current one. | |
| Reshape | |
| Copies vertex coordinates from another mesh. | |
| To use it, first select a different mesh object with matching topology and vertex indices, | |
| then :kbd:`Shift` select the object you wish to copy vertex coordinates to, and click *Reshape*. | |
| Apply Base | |
| Modifies the original unsubdivided mesh to match the form of the subdivided mesh. | |
| Further Options | |
| --------------- | |
| UV Smooth | |
| How to handle UVs during subdivision. | |
| Smooth, keep corners | |
| UV islands are smoothed, but their boundary remain sharp. | |
| Sharp | |
| UV remain unchanged. | |
| Subdivide UVs | |
| When enabled, the UV maps will also be subdivided. | |
| (I.e. Blender will add "virtual" coordinates for all sub-faces created by this modifier.) | |
| Optimal Display | |
| When rendering the wireframe of this object, the wires of the new subdivided edges will be skipped | |
| (only displays the edges of the original geometry). | |
| Save External | |
| Saves displacements to an external ``.btx`` file. | |