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.

Levels Viewport

Set the level of subdivisions to show in Object Mode.

Sculpt

Set the level of subdivisions to use in Sculpt Mode.

Renderizar

Set the level of subdivisions to show when rendering.

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).

Subdivisions

Subdividir

Creates a new level of subdivision using the subdivision type specified by Subdivision Type (see below).

Simples

Creates a new level of subdivision using a simple interpolation by subdividing edges without any smoothing.

Linear

Creates a new level of subdivision using linear interpolation of the current sculpted displacement.

Unsubdivide

Rebuild a lower subdivision level of the current base mesh.

Apagar níveis superiores

Deletes all subdivision levels that are higher than the current one.

Shape

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.

Generate

Rebuild Subdivisions

Rebuilds all possible subdivisions levels to generate a lower resolution base mesh. This is used to create an optimized multiresolution version of a pre-existing sculpt. This option is only available when no subdivision level have been created through the modifier.

Salvar externamente

Saves displacements to an external .btx file.

Advanced

Subdivision Type

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.

Quality

How precisely the vertices are positioned (relatively to their theoretical position), can be lowered to get a better performance when working on high-poly meshes.

UV Smooth

How to handle UVs during subdivision.

Smooth, Keep Corners

UV islands are smoothed, but their boundary remain sharp.

Sharp

UV remain unchanged.

Use Custom Normals

Interpolates existing Custom Split Normals of the resulting mesh.