# Le modificateur Multiresolution¶

The Multiresolution modifier (often shortened to « Multires ») gives you the ability to subdivide a mesh similarly to the Subdivision Surface modifier, but also allows you to edit the new subdivision levels in Sculpt Mode.

Note

Multiresolution is the only modifier that cannot be repositioned in the stack after any modifier that will change geometry or other object data (i.e. all Generate, some Modify and some Simulate modifiers cannot come before the Multiresolution one).

## Options¶

The Multiresolution modifier.

Type

Définit le type de subdivision.

Simple
Maintient la forme courante, et subdivise simplement les arêtes.
Catmull-Clark
Crée une surface lisse, habituellement plus petite que l’originale, en utilisant l’algorithme Catmull-Clark de surface de subdivision.

### Levels¶

The left column of settings control the general quality generated by the modifier in various contexts.

Preview
Set the level of subdivisions to show in Object Mode.
Sculpt
Set the level of subdivisions to use in Sculpt Mode.
Render
Set the level of subdivisions to show when rendering.
Quality
How precisely the vertices are positioned (relatively to their theoretical position), can be lowered to get a better performance when working on heavy meshes.

### Operations¶

The right column gathers several operators necessary to manage multi-resolution workflow.

Subdivide
Delete Higher
Supprime tous les niveaux de subdivision qui sont supérieurs au niveau courant.
Reshape

Copies vertex coordinates from another mesh.

To use it, first select a different mesh object with matching topology and vertex indices, then Shift select the object you wish to copy vertex coordinates to, and click Reshape.

Apply Base
Modifie le maillage d’origine non subdivisé pour l’adapter à la forme du maillage subdivisé.

### Options supplémentaires¶

UV Smooth

How to handle UVs during subdivision.

Smooth, keep corners
UV islands are smoothed, but their boundary remain sharp.
Sharp
UV remain unchanged.
Subdivide UVs
When enabled, the UV maps will also be subdivided. (I.e. Blender will add « virtual » coordinates for all sub-faces created by this modifier.)
Optimal Display
When rendering the wireframe of this object, the wires of the new subdivided edges will be skipped (only displays the edges of the original geometry).
Save External
Enregistre les déplacements dans un fichier .btx externe.