Xóa & Tiêu Hủy (Deleting & Dissolving)

Xóa (Delete)

Tham Chiếu [Reference]

Chế Độ [Mode]:

Chế Độ Biên Soạn [Edit Mode]

Trình Đơn [Menu]:

Khung Lưới (Mesh) ‣ Xóa (Delete)

Tổ Hợp Phím Tắt [Shortcut]:

X or Xóa (Delete)

Deletes the selected mesh elements. The following menu items are available:

Vertices (Điểm Đỉnh)

Deletes the selected vertices, as well as any edges and faces they are part of.

Cạnh (Edges)

Deletes the selected edges, as well as any faces they are part of. Orphaned vertices are deleted too.

Khuôn Mặt [Faces]

Deletes the selected faces. Orphaned vertices and edges are deleted too.

Duy Cạch & Các Mặt (Only Edges & Faces)

Deletes the selected edges and faces, as well as any unselected faces that contain a selected edge. Orphaned vertices are left behind.

Duy Các Mặt (Only Faces)

Deletes the selected faces. Orphaned vertices and edges are left behind.

Tiêu Hủy (Dissolve)

Dissolving is different from deleting in that it keeps the surface closed rather than leaving a hole.

Tiêu Hủy Điểm Đỉnh (Dissolve Vertices)

Tham Chiếu [Reference]

Chế Độ [Mode]:

Chế Độ Biên Soạn [Edit Mode]

Trình Đơn [Menu]:

Khung Lưới (Mesh) ‣ Xóa (Delete) ‣ Tiêu Hủy các Điểm Đỉnh (Dissolve Vertices)

Tổ Hợp Phím Tắt [Shortcut]:

X, Delete, or Ctrl-X

Deletes each selected vertex and joins its surrounding faces into one. (This often results in n-gons.)

If a vertex is part of a wire -- that is, a chain of edges that are not part of any face -- its surrounding edges are merged instead.

The Điều Chỉnh Thao Tác Trước Đây (Adjust Last Operation) panel offers the following options:

Tách Phân Mặt (Face Split)

Split surrounding faces where possible so that only a triangle in their corner is merged instead of the whole face. This reduces the size of the final "hole-filling" faces and can make them less uneven.

Xé Ranh Giới (Tear Boundaries)

Delete faces at the mesh boundary instead of merging them. These faces are always split, even if Face Split is disabled.

../../../../_images/modeling_meshes_editing_mesh_delete_dissolve-example-1.png

Original mesh

../../../../_images/modeling_meshes_editing_mesh_delete_dissolve-example-2.png

Face Split: Off

Tear Boundaries: Off

../../../../_images/modeling_meshes_editing_mesh_delete_dissolve-example-3.png

Face Split: On

Tear Boundaries: Off

../../../../_images/modeling_meshes_editing_mesh_delete_dissolve-example-4.png

Face Split: On/Off

Tear Boundaries: On

Tiêu Hủy Cạnh (Dissolve Edges)

Tham Chiếu [Reference]

Chế Độ [Mode]:

Chế Độ Biên Soạn [Edit Mode]

Trình Đơn [Menu]:

Khung Lưới (Mesh) ‣ Xóa (Delete) ‣ Tiêu Hủy Cạnh (Dissolve Edges)

Tổ Hợp Phím Tắt [Shortcut]:

X, Delete, or Ctrl-X

Deletes each selected edge and joins its surrounding faces into one. This is only done for edges that have exactly two neighboring faces.

The Adjust Last Operation panel offers the following options:

Tiêu Hủy Điểm Đỉnh (Dissolve Vertices)

Also dissolve the vertices of the selected edges, not just the edges themselves.

Angle Threshold

If Dissolve Vertices is enabled, this option allows preserving vertices at corners, only dissolving the ones in flattish areas. Faces are considered to form a corner if the angle between their normals exceeds the Angle Threshold -- that is, coplanar faces are considered to have an angle of 0°, not 180°.

Tách Phân Mặt (Face Split)

Split surrounding faces where possible so that only a triangle in their corner is merged instead of the whole face. This reduces the size of the final "hole-filling" faces and can make them less uneven.

Preserve Quads

Prevents vertices from being removed if doing so would break the quad structure when dissolving the edge between two triangles.

Even if Dissolve Vertices is enabled, vertices shared by the two triangles are kept so the resulting geometry remains a quad rather than collapsing into a triangle or n-gon.

This option helps maintain clean quad topology when simplifying meshes or removing unnecessary edges.

Tiêu Hủy Các Mặt (Dissolve Faces)

Tham Chiếu [Reference]

Chế Độ [Mode]:

Chế Độ Biên Soạn [Edit Mode]

Trình Đơn [Menu]:

Khung Lưới (Mesh) ‣ Xóa (Delete) ‣ Tiêu Hủy Các Mặt (Dissolve Faces)

Tổ Hợp Phím Tắt [Shortcut]:

X, Delete, Ctrl-X, or F

Merges each patch of connected faces into a single face.

Ghi chú

The F shortcut is normally used for creating faces, but when run on a selection of existing faces, it dissolves them instead. See Tiêu Hủy Các Mặt Hiện Có (Dissolve Existing Faces).

../../../../_images/modeling_meshes_editing_mesh_delete_dissolve-faces_before.png

Before dissolving.

../../../../_images/modeling_meshes_editing_mesh_delete_dissolve-faces_after.png

After dissolving.

Tiêu Hủy Giới Hạn (Limited Dissolve)

Tham Chiếu [Reference]

Chế Độ [Mode]:

Chế Độ Biên Soạn [Edit Mode]

Trình Đơn [Menu]:

Khung Lưới (Mesh) ‣ Xóa (Delete) ‣ Tiêu Hủy Giới Hạn (Limited Dissolve)

Tổ Hợp Phím Tắt [Shortcut]:

X or Xóa (Delete)

Simplifies the selected geometry by dissolving vertices and edges in flattish areas.

../../../../_images/modeling_meshes_editing_mesh_delete_limited-dissolve-before.png

Khung lưới ban đầu.

../../../../_images/modeling_meshes_editing_mesh_delete_limited-dissolve-after.png

Kết quả của Tiêu Hủy Giới Hạn.

Góc Lớn Nhất (Max Angle)

The maximum allowed angle between faces for the surface to be considered flat (and thus eligible for dissolving). Specifically, the angle is measured between face normals, meaning that coplanar faces are considered to have an angle of 0°, not 180°.

Toàn Bộ Ranh Giới (All Boundaries)

After dissolving the edges using Max Angle, dissolve all vertices at boundary corners -- specifically, vertices that only have two neighboring edges.

Phân Giới (Delimit)

Prevent merging faces that are discontinuous in some way. It's possible to activate multiple of these options by clicking them with Shift-LMB.

Normal (Pháp Tuyến/Bình Thường):

Don't merge faces that have opposite orientations.

Nguyên Vật Liệu [Material]:

Don't merge faces that have different materials.

Đường Khâu (Seam):

Don't dissolve edges that are marked as UV Seams.

Sắc Cạnh/Đột Ngột (Sharp):

Don't dissolve edges that are marked as Sharp.

UVs:

Don't merge faces that are disconnected in any UV map.

Thu Các Cạnh & Các Mặt Lại

Tham Chiếu [Reference]

Chế Độ [Mode]:

Chế Độ Biên Soạn [Edit Mode]

Trình Đơn [Menu]:

Khung Lưới (Mesh) ‣ Xóa (Delete) ‣ Thu Cạnh & Các Mặt (Collapse Edges & Faces)

Tổ Hợp Phím Tắt [Shortcut]:

X or Xóa (Delete)

Collapses each patch of connected edges and faces into a single vertex. This is useful for collapsing edge rings, for example.

../../../../_images/modeling_meshes_editing_mesh_delete_collapse-before.png

Selected edge rings.

../../../../_images/modeling_meshes_editing_mesh_delete_collapse-after.png

Edge rings collapsed.

Unlike the Dissolve operators, this operator doesn't create n-gons and can add new vertices instead of only removing existing ones. In addition, the new vertices automatically receive interpolated UV coordinates, color attributes, etc. This makes it particularly useful for manually removing detail.

Vòng Cạnh (Edge Loops)

Tham Chiếu [Reference]

Chế Độ [Mode]:

Chế Độ Biên Soạn (chế độ chọn Điểm Đỉnh hoặc Cạnh)

Trình Đơn [Menu]:

Khung Lưới (Mesh) ‣ Xóa (Delete) ‣ Các Vòng Cạnh (Edge Loops)

Tổ Hợp Phím Tắt [Shortcut]:

X or Xóa (Delete)

Dissolves the selected edge loops. This is essentially the same as Tiêu Hủy Cạnh (Dissolve Edges), except that it selects the surrounding faces afterwards.

../../../../_images/modeling_meshes_editing_mesh_delete_edge-loop-before.png

Vòng mạch đã được lựa chọn.

../../../../_images/modeling_meshes_editing_mesh_delete_edge-loop-after.png

Edge loop dissolved.

Ghi chú

In Blender terminology, an edge loop is any chain of connected edges -- it doesn't have to be a closed loop. See Chọn Vòng Mạch (Select Loops).