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Subdivide 细分Basic 基础Inputs 投入Outputs 产出

Inputs

投入

Geometry

几何学

Here you can pass the geometry to be subdivided to the Node. Note that existing active selections will be taken into consideration. Since only complete polygons can be subdivided, a point or edge selection must contain all of a polygons points or edges in order for it to be subdivided.

在这里,您可以将要细分的几何图形传递给 Node。请注意,现有的活动选择将被考虑在内。因为只有完整的多边形可以被细分,所以一个点或边选择必须包含所有的多边形点或边才能被细分。

Mode

模式

If you want to restrict the Node’s function to a specific selection then select the desired element type here.

如果您希望将 Node 的函数限制为特定的选择,那么在这里选择所需的元素类型。

Selection

选择

Here you can, if necessary, pass the indices of the element type to be subdivided to the Node. Note that only polygons will be subdivided and that a point or edge selection must contain all respective elements of a polygon in order for it to be subdivided.

在这里,如果需要,可以将要细分的元素类型的索引传递给 Node。请注意,只有多边形会被细分,一个点或边选择必须包含多边形的所有相应元素才能被细分。

Type

类型

Here you can select the subdivision method.

这里你可以选择细分方法。

Catmull-Clark: This algorithm is also offered by the Subdivision Surfaces object by default. Existing N-Gons will be subdivided after an internal triangulation. If you export the geometry subdivided here to another application, this is the preferred method since Catmull-Clark is broadly used and the smoothed shape will have the pretty much the same composition.

Catmull-Clark: 这个算法也是由细分曲面对象默认提供的。现有的 n 边形将在内部三角测量后进行细分。如果您将这里细分的几何图形导出到另一个应用程序中,这是首选的方法,因为 Catmull-Clark 被广泛使用,而光滑的形状将具有几乎相同的组成。

Loop: This type is specially designed for pipelines (e.g., game development). It’s designed for editing triangles: if quads are contained, these will be triangulated prior to smoothing. The subdivided, smoothed shape will itself only consist of triangles. The subdivision process differs from the standard Catmull-Clark types.

Loop: 这种类型是专门为管道(例如,游戏开发)设计的。它是为编辑三角形而设计的: 如果四边形包含在内,在平滑之前将对它们进行三角测量。再细分,平滑的形状本身将只包含三角形。细分过程不同于标准的 Catmull-Clark 类型。

Opposite: This subdivision type is identical to the Catmull-Clark method for quads.There is only a difference when triangles are subdivided to create two triangles and two quads.

对立面: 这种细分类型与四边形的 Catmull-Clark 方法相同。只有当三角形被细分为两个三角形和两个四边形时才有区别。

Smooth

真顺利

Enabling this option will result in the geometry not only being subdivided but also being smoothed. This effect reflects the function of the Subdivision Surface object and is therefore well-suited for creating organic shapes from relatively low-resolution geometry.

启用此选项将导致几何图形不仅被细分,而且被平滑。这种效果反映了细分曲面对象的功能,因此非常适合从相对低分辨率的几何形状创建有机形状。

Subdivisions[0..2147483647]
Iterations[0..8]

细分[0. . 2147483647]迭代[0. . 8]

This value defines the number of calculation steps the Node will use to subdivide geometry. If a quad has been subdivided in Catmull-Clark mode, 4 quads will be created. If subdivided again, we will get 16 quads. Keep this in mind because the number of polygons can quickly have a major effect on memory calculation speed.

此值定义了 Node 用于细分几何图形的计算步骤数。如果四边形在 Catmull-Clark 模式下被细分,将创建4个四边形。如果再次细分,我们将得到16个四边形。请记住这一点,因为多边形的数量会很快对内存计算速度产生重大影响。

Angle[0..180°]

角度[0. . 180 ° ]

If the geometry has been smoothed using the Smooth option, this value can be used to define an angle limit from which a hard edge between the original geometry edges will remain. If the Angle value is less than the angle between the geometry’s edges, the geometry will not be rounded despite Smooth being activated. The Angle value only affects the rounding between polygons and not at a polygon’s open edges.

如果使用光滑选项对几何图形进行了光滑处理,那么这个值可以用来定义一个角度限制,从这个角度限制原始几何图形边缘之间的硬边将保留下来。如果角度值小于几何的边缘之间的角度,几何将不会圆满,尽管正在激活光滑。角度值只影响多边形之间的舍入,而不影响多边形的开放边缘。