Multirresolução

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.

Nota

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).

Opções

../../../_images/modeling_modifiers_generate_multiresolution_panel.png

The Multiresolution modifier.

Tipo

Permite a seleção do tipo de algoritmo de subdivisão.

Simples
Maintains the current shape, and simply subdivides edges.
Catmull-Clark
Creates a smooth surface, usually smaller than the original, using the standard Catmull-Clark subdivision surface algorithm.

Níveis

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

Previsão
Set the level of subdivisions to show in Object Mode.
Esculpir
Set the level of subdivisions to use in Sculpt Mode.
Renderizar
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.

Operações

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

Subdividir
Adds another level of subdivision.
Apagar níveis superiores
Deletes all subdivision levels that are higher than the current one.
Remodelar

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.

Aplicar como base
Modifies the original unsubdivided mesh to match the form of the subdivided mesh.

Opções adicionais

UV Smooth

How to handle UVs during subdivision.

Smooth, keep corners
UV islands are smoothed, but their boundary remain sharp.
Sharp
UV remain unchanged.
Subdividir 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.)
Otimizar exibição
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).
Salvar externamente
Saves displacements to an external .btx file.