9

874 Chapter 8: Modifiers
Cle ar
Clears the sub-object selection so that
nothing is selected. Default=off.
Inver t—Inverts the sub-object selection. All
sub-objects not currently selected are selected, and
all sub-objects currently selected are deselected.
Default=off.
Include S of t S election—When these are on,
3ds Max applies a spline curve deformation to
unselected vertices surrounding the tr ansformed
selectedsub-object.Thisprovidesamagnet-like
effect, with a sphere of influence around the
transformation. Use this when you want to
preserve the soft selection from beneath. For
example, if Use Soft Selection is on when you select
vertices on an editable mesh, and you apply Turn
ToPatchwithIncludeSoftSelectionon,thenthe
same s oft select ion will apply to t he patch vertices.
Default=on.
For more information, see Soft Selection Rollout
(page 1–963).
Selection Level group
These options set the sub-object selection level for
passing up the rest of the stack.
From PipelineUses the equivalent of whatever
the input object uses (p atch level becomes face
level, and so on.). For example, if you create a
box,convertittoaneditablemeshinfacemode,
and apply a Tur n To Patch modifier to it, 3ds Max
passes a sub-object selection in patch mode up
the stack. The Tu rn To Patch modifier takes the
sub-object face selection into account and selects
the patches that derive from the face selection.
Object—Uses object a s the selection level for
passing up the rest of the stack.
Edge—Uses edge as the sub-object selection level
for p assing up the rest of the stack.
Vertex—Uses vertex as the sub-object select ion
level for passing up the rest of the stack.
Pat ch—Uses patch as the sub-object select ion level
for passing up the rest of the st ack.
Tu rn To Poly Modifier
Make a selection. > Modify panel > Modifier List >
Object-Space Modifiers > Turn to Poly
Make a selection. > M odifiers menu > Conversion > Turn
to Poly
The Turn To Poly modifier lets you apply object
conversions in the modifier stack. Also, when
you apply the general-purpose modifiers, such as
Normal,Material,orUVWMap,itcanbehelpful
to explicitly control the type of object beforehand.
When you use Turn To P oly, youre joining
triangles into polygons, so you might need to
have restrictions on polygon convexity, size, and
planarity. All conversions f rom patches produce
quadsandtriangles.Conversionsfrommeshescan
producearbitrarilylargepolygons.Meshpolygons
are controlled as usual by joining together faces
that are sep arated by invisible edges.
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
a mesh that has only ordinary modifiers like Bend
or UVW Map applied.
Tip: TurnToPolycanbeusefulonpolymeshes,
allowing you to invert a selection or change the
selection level in a modifier that doesn’t depend
on topology.