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.

Levels Sculpt

Set the level of subdivisions to use in Sculpt Mode.

Viewport

Set the level of subdivisions to show in Object 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).

Operações

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.

Salvar externamente

Saves displacements to an external .btx file.

Advanced

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.