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TurboSmooth M odifier 869
Angular model (shown on the right) changed to a smooth
model with TurboSmooth
Yo u u s e Tu r b o S m o o t h t o p r o d u c e a N o n - Un i f o r m
Rational MeshSmooth object (NURM S for short).
A N URMS object is similar to a NURBS object in
that you can set different weights for each control
vertex.
TurboSmoothseffectismostdramaticonsharp
corners and least visible on rounded surfaces.
Use TurboSmooth on boxes and geometry w ith
crisp angles. Avoid using it on spheres and similar
objects.
Tip: To better understand TurboSmooth, create
a sphere and a cube and apply TurboSmooth to
both. The cube’s sharp corners become rounded,
while the sphere’s geometry becomes more
complex without changing shape significantly.
Pr ocedur es
To a pply TurboSmooth to an obj ect:
1.
Select an angu lar object.
2. Apply the Tur boSmooth modifier.
3. Set TurboSmooth parameters.
Example: To compare the speeds of TurboSmooth
and M eshS mooth:
1.
Create a Box primitive with Length/Width/
Height Segs=3.Converttheboxtoeditable
poly format.
2. Apply MeshSmooth.
3. Set Iterations=5.
This creates a heavily subdivided mesh.
4. Go to the Editable Poly > Vertex sub-object
level,andturnonShowEndResult.
5. Move one of the corner vertices outward.
There is a significant delay before you see the
result of the Move operation.
6. Perform a few more Move operations on
ver tices, obser ve the delays, and then undo
(
Ctrl +Z ) repeatedly until the MeshSmooth
modifier goes away .
7. Apply TurboSmooth.
8. Set Iterations=5.
This creates a heavily subdivided mesh.
9. Go to the Editable Poly > Vertex sub-object
level,andturnonShowEndResult.
10. Move one of the corner vertices outward.
Theresponseismuchfaster.