Polypatch SOP

From Derivative
Jump to: navigation, search

Summary
[edit]

The Polypatch SOP creates a smooth polygonal patch from a mesh primitive or a set of faces (polygons, NURBS or Bezier curves).

PythonIcon.pngpolypatchSOP_Class


Parameters - Page

Group group - Subset of input to use. Accepts patterns, as described in Pattern Matching.  

Basis basis - - Select spline type: Cardinal or BSpline.

  • Cardinal cardinal -
  • BSpline bspline -

Connectivity connecttype - -

  • Rows rows - Creates horizontal lines, which are open polygons.
  • Columns cols - Creates vertical lines, which are open polygons.
  • Rows and Columns rowcol - Both rows and columns, all open polygons.
  • Triangles triangles - Build the grid with triangles.
  • Quadrilaterals quads - Default grid connection - four-sided quadrilaterals.
  • Alternating Triangles alttriangles - Generates triangles that are opposed; similar to the Triangles option.
  • Inherit from Source inheritconnect - When this connectivity option is selected, the output mesh will have the same connectivity as the input hull mesh.

U Wrap closeu - -

  • Off nonewu - Do not wrap in U/V.
  • On wu - Wrap in U/V.
  • If Primitive does ifprimwu - Wrap in U/V if the input primitive does.

V Wrap closev - -

  • Off nonewv - Do not wrap in U/V.
  • On wv - Wrap in U/V.
  • If Primitive does ifprimwv - Wrap in U/V if the input primitive does.

U Clamp (First) firstuclamp - -

  • Off firstuclampoff - Do not clamp the first/last end in the U/V direction.
  • On firstuclampon - Clamp the first/last end in the U/V direction.
  • If primitive does firstuclampifprim - Clamp the first/last end in the U/V direction if the input primitive does.

U Clamp (Last) lastuclamp - -

  • Off lastuclampoff - Do not clamp the first/last end in the U/V direction.
  • On lastuclampon - Clamp the first/last end in the U/V direction.
  • If primitive does lastuclampifprim - Clamp the first/last end in the U/V direction if the input primitive does.

V Clamp (First) firstvclamp - -

  • Off firstvclampoff - Do not clamp the first/last end in the U/V direction.
  • On firstvclampon - Clamp the first/last end in the U/V direction.
  • If primitive does firstvclampifprim - Clamp the first/last end in the U/V direction if the input primitive does.

V Clamp (Last) lastvclamp - -

  • Off lastvclampoff - Do not clamp the first/last end in the U/V direction.
  • On lastvclampon - Clamp the first/last end in the U/V direction.
  • If primitive does lastvclampifprim - Clamp the first/last end in the U/V direction if the input primitive does.

Output Divisions divisions - - The number of divisions in the output surface. Use more divisions for a smoother surface.

  • X divisionsx -
  • Y divisionsy -

Output Polygons polys - Force polygonal rather than mesh output.  


Operator Inputs

  • Input 0 -


SOPs
Add • Alembic • Align • Arm • Attribute Create • Attribute • Basis • Blend • Bone Group • Boolean • Box • Bridge • Cache • Cap • Capture Region • Capture • Carve • CHOP to • Circle • Clay • Clip • Convert • Copy • CPlusPlus • Creep • Curveclay • Curvesect • DAT to • Deform • Delete • Divide • Extrude • Facet • File In • Fillet • Fit • Font • Force • Fractal • Grid • Group • Hole • Experimental:Import Select • In • Introduction To SOPs id • Inverse Curve • Iso Surface • Join • Joint • Kinect • Lattice • Limit • Line • Line Thick • LOD • LSystem • Magnet • Material • Merge • Metaball • Model • Noise • Null • Object Merge • Oculus Rift • OpenVR • Out • Particle • Point • Polyloft • Polypatch • Polyreduce • Polyspline • Polystitch • Primitive • Profile • Project • Rails • Ray • Rectangle • Refine • Resample • Revolve • Script • Select • Sequence Blend • Skin • Sort • Sphere • Spring • Sprite • Stitch • Subdivide • Superquad • Surfsect • Sweep • Switch • Text • Texture • Torus • Trace • Trail • Transform • Trim • Tristrip • Tube • Twist • Vertex • Wireframe • ZED

An Operator Family that reads, creates and modifies 3D polygons, curves, NURBS surfaces, spheres, meatballs and other 3D surface data.

A surface type in SOPs including polygon, curve (NURBS and Bezier), patch (NURBS and Bezier) and other shapes like sphere, tube, and metaball. Points and Primitives are part of the Geometry Detail, which is a part of a SOP.