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Turn To Mesh Modifier 871
Explicit Normals—
Lets the TurboSmoot h modifier
compute normals for its output, which is
faster than the standard method 3ds Max uses
to compute normals from the mesh object’s
smoothing g roups. Default=off.
Consequently, if the Tu rb oSmooth result is used
directly for display or rendering, it will generally be
faster with this option turned on. Also, the quality
of the normals will be slightly higher. However, if
you apply any topology-affecting modifiers, such
as Edit Mesh, above the TurboSmooth modifier,
these normals will b e lost and new ones computed,
potentially affecting performance adversely. So
itsimportanttoremembertoturnonExplicit
Normals only if no modifiers change the object
topology after TurboSmooth takes effect.
Surface Parameters group
Lets you apply smoothing groups to the object and
restrict the smoothing effect by surface properties.
Smooth R esul t—Applies t he same smoothing
group to all faces.
Sepa ra te by M ater ia ls—Prevents the creation of
new faces for edges between faces that do not share
Material IDs.
Sepa ra te by Smoothi ng G roups—Prevents the
creation of new faces at edges between faces that
dontshareatleastonesmoothinggroup.
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 set a greater degree of smoothing to
be applied only at render time, in the Main group.
Always—Updates the object automatically
whenever you change any TurboSmooth settings.
When R enderi ng—Updates the viewpor t display of
theobjectonlyatrendertime.
Manually—Tur ns on m anu al updating. When
manual updating is selec ted, any settings you
changedonttakeeffectuntilyouclicktheUpdate
button.
Update—Updates the object in the viewport
to match the current Tu rb o Smooth settings.
Works only when you choose When Rendering
or Manually.
Tu rn To Me sh Modifie r
Make a selection. > Modify panel > Modifier list >
Object-Space Modifiers > Turn to Mesh
Make a selection. > M odifiers menu > Conversion > Turn
to M esh
The Turn To Mesh modifier lets you apply object
conversions in the modifier stack. As another
example, you could use this modifier on a
sophisticated patch model to which you might
wan t to apply a tool that applies only to meshes,
or convert the object to a mesh. Also, w hen you
apply general-purpose modifiers such as Normal,
Material, or UVW Map, it can be helpful to
explicitly control the type of object beforehand.
Note: Converting from one object type to another
causes a complete caching in the modifier stack.
When you have large objects in your scene, this
can take up a lot of space. For example, an object
that star ts as a mesh, converts to a patch, and then
back to a mesh takes three times as much space as
ameshthatjusthasordinarymodifierslikeBend
or UVW Map applied.
Tip: Turn To Mesh can be useful on meshes,
allowing you to invert a selection or change the
selection level in a modifier that doesn’t depend
on topology.