Multiresolution Modifier

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.

Примечание

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

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The Multiresolution modifier.

Type

Sets the type of subdivision.

Simple

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 Viewport

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.

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).

Subdivisions

Unsubdivide

Rebuild a lower subdivision level of the current base mesh.

Subdivide

Adds another level of subdivision.

Delete Higher

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

Shape

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

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.

Save External

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.

Use Custom Normals

Interpolates existing Custom Split Normals of the resulting mesh.