********** Properties ********** .. admonition:: Reference :class: refbox :Mode: Object and Edit Mode :Panel: :menuselection:`Properties editor --> Metaball` All *Meta* objects of a same :ref:`family ` in a scene interact with each other. The settings in the *Metaball* section apply to all meta objects of the active family. In Edit Mode, the *Active Element* panel appears for :ref:`editing ` individual meta elements. .. list-table:: * - .. figure:: /images/modeling_metas_properties_metaball-panel.png Family meta properties. - .. figure:: /images/modeling_metas_properties_active-element-panel.png Individual meta properties. Resolution ========== The *Resolution* controls the resolution of the resultant mesh as generated by the *Meta* objects. Viewport The 3D Viewport resolution of the generated mesh; finest to coarsest. Render The rendered resolution of the generated mesh; finest to coarsest. One way to see the underlying mathematical structure is to lower the *Resolution*, increase the *Threshold* and set the *Stiffness* (see below) a fraction above the *Threshold*. Fig. :ref:`fig-meta-intro-underlying` is a meta cube with the above mentioned configuration applied as follows: *Resolution* of 0.410, *Threshold* of 5.0 and *Stiffness* a fraction above at 5.01. .. list-table:: * - .. _fig-meta-intro-underlying: .. figure:: /images/modeling_metas_properties_underlying-structure.png Underlying structure. - .. figure:: /images/modeling_metas_properties_underlying-structure-shape.png Meta cube shape. You can clearly see the underlying cubic structure that gives the meta cube its shape. Influence Threshold =================== *Influence Threshold* defines how much a meta's surface "influences" other metas. It controls the *field level* at which the surface is computed. The setting is global to a group of *Meta* objects. As the threshold increases, so does the influence that each meta has on each other. There are two types of :ref:`influence `: *positive* or *negative*. Update ====== While transforming metas (move, scale, etc.), you have four "modes" of visualization, located in the *Update* buttons group of the *Metaball* panel: Always fully display the meta during transformations. Half During transformations, display the meta at half its *Wiresize* resolution. Fast Do not display meta during transformations. Never Never show meta mesh (not a very recommended option, as the meta is only visible at render time!). This should help you if you experience difficulties (metas are quite computationally intensive...), but with modern computers, this should not happen, unless you use many metas, or very high resolutions...