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Subdivision Displacement Rollout (Polymesh) 1063
Update Options group
Setsmanualorrender-timeupdateoptions,for
situations w here the complexit y of the smoothed
object is too high for automatic updates. N ote that
you can also choose Iterations under the Render
group to set a g reater degree of smoothing to be
applied only at render time.
Always—Updates the object automatically
whenever you change any MeshSmooth sett ings.
When R enderi ng—Updates the viewpor t display of
theobjectonlyatrendertime.
Manually—Tur ns on m anu al upd ating. When
manual updating is selec ted, any settings you
change don’t take effect until you click the Update
button.
Update—Updates the object in the viewport to
matchthecurrentMeshSmoothsettings.Works
only when you choose When Rendering or
Manually.
Subdivision Displacement Rollout
(Poly mesh)
Create or select an editable poly object. > Modify panel
>SubdivisionDisplacementrollout
Specifies surface approximation settings for
subdividing the editable poly. These controls work
lik e the surface approximation settings for NURBS
(page 1–1078) surfaces. They are used w hen you
apply a displacement map (page 2–1511) to the
editable poly.
Note: These settings differ from the Subdivision
Surface settings in that, while the latter are applied
at the same m odifier-stack level as the mesh,
subdivision displacement is always applied at
the top of the s t ack, when the mesh is used for
rendering. Thus, a Symmet ry mo difier applied to
an object using surface subdivision would affect
thesubdividedmesh,butwouldnotaffectan
object that uses subdivision d isplacement only.
Interfa ce
Subdivision Displacement—When on, polygons are
subdivided to accura tely displace the poly object,
usingthemethodandsettingsyouspecifyinthe
Subdivision Presets and Subdivision Method
group box es. When off, the poly is displaced by
moving existing vertices, the way the Displace
modifier (page 1–629) does. Default=off.
Split M esh—Affect s the seams of displaced poly
objects; also affects texture mapping. When on,
the poly object is split into individual polygons
before it is displaced; this helps preserve texture
mapping. When off, the poly is not split and an
internal method is used to assign texture mapping.
Default=on.
Tip: This p arameter is required because of an
architectural limitation in the way displacement