9

MeshSmooth Modifier 725
Note:
Be cautious when increasing the number
of iterations. The number of vertices and faces
in an object (and thus the c alculation time) can
increase as much as four times for each iteration.
Applying four iterations to even a moderately
complex object can take a long time to calculate.
Yo u c a n p r e s s
Esc to stop calculation; this also
automatically sets Update Options to Manually.
Reduce the Iterations value before setting Up date
Options back to Always.
Smoothness—Determines how sharp a corner
must be before faces are added to smooth it.
Smoothness is calculated as the average angle of
all edges connected to a vertex. A value of 0.0
prevents the creation of any faces. A value of 1.0
adds faces to all vertices even if they lie on a plane.
Tip: To subdivide only sharp edges and corners,
use a Smoothness va lue of less than 1.0. To see t he
subdivisions in Wireframe/Edged Faces viewports,
turn off Isoline Display.
Render ValuesThese let you apply a different
number of smoothing iterations and a different
Smoothness value to the object at render time.
Typically you would use a low number of iterations
andalowerSmoothnessvalueformodeling,
and higher values for rendering. This lets you
work quickly with a low-resolution object in the
viewports, while producing a smo other object for
rendering.
Iterations—Lets you choose a different number of
smoothing iterations to be applied to the object at
rendertime.TurnonIterations,andthenusethe
spinnertoitsrighttosetthenumberofiterations.
Smoothness—Lets you choose a different
Smoothnessvaluetobeappliedtotheobjectat
rendertime.TurnonSmoothness,thenusethe
spinnertoitsrighttosetthesmoothnessvalue.
From right to left, effect of increasing the number of iterations
Local Control rollout
Sub-object Level—Turns Edge or Vertex level on or
off. When both levels are off, you’re working at the
object level. Information about t he selec ted edges
or vertices is displayed in the message area under
theIgnoreBackfacingcheckbox.
Ignore Ba ckfaci ng—When on, selection of
sub-objects selects only those sub-objects whose
normals make them visible in the viewport. When
off (the default), selection includes all sub-objects,
regardless of the direction of their normals.
Co ntrol LevelAllows you to see the cont rol mesh
after one or more iterations and to edit sub-object