Subdivide by Jens Kafitz


  • Where to find it:


    • Main Window / Objects
    • Main Window / Extension Pack / Objects


  • Shortcut: (unassigned, use "Edit / Shortcuts" to assign)





Subdivide when launched via the Menu / Objects Interface Entry allows you to batch subdivide multiple objects

instead of manually subdividing them one by one


Options


Subdivide has two different UIs depending on where you launch it from.


If launched via the Object Menu you can choose what Geometry to subdivide or batch subdivide

multiple Geometries:


If launched via a right click on an object in the Object Palette you will be presented with

the standard Mari Subdivide Dialog. Only the currently clicked on object will be subdivided


Filtering


Filtering options at the top of the dialog allow you to search through the list of Objects.


  • Deactivate the filter by clicking on the Magnifying Glass


  • Search for multiple words by separating them with a comma (,)


  • Search in Case Sensitive  or Case Insensitive Mode


  • Search for matching  or non matching  words


Settings



  • Switch to highest after Subdivision

Will switch the object to its new highest subdivision level after the processing has finished



  • Inherit SubD Settings from Object Source File

Mari is using openSubdiv for Subdivision which can differentiate between objects that are meant to be subdivided and

objects that are meant to stay unsubdivided via a tag on the object. With this option active, the subdivision tags on your imported

objects will be evaluated.





Subdivision Tags


For information on how to make use of the per object tags please refer to this post:


http://community.foundry.com/discuss/post/1016880





  • Subdivision Levels

How many times the geometry should be subdivided





Increased Subdivision Levels


Compared to Mari's default Subdivision Dialog, the maximum Subdivision in Extension Pack has

been increased from 3 to 7



  • Subdivision Scheme

The geometric subdivision scheme to use.


    • Catmull Clark:  Subdivides the Geometry using Catmull Clark
    • Loop:  Subdivide the Geometry using Loop subdivision. Loop subdivision supports triangles only.
    • Bilinear:  Subdivides the Geometry using Bilinear Subdivision



  • Force Subdivision onto all Objects

Mari is using openSubdiv for Subdivision which can differentiate between objects that are meant to be subdivided and

objects that are meant to stay unsubdivided via a tag on the object.


With Force Subdivision onto all Objects turned on, Objects will be subdivided regardless of having an imported tag on them



  • Snap to Limit Surface

If True, snap last level of subdivision to the limit surface


  • Boundary Interpolation

Control how boundary edges and vertices are interpolated.


None:

No boundary edge interpolation should occur; instead boundary faces are tagged as holes so

that the boundary edge-chain continues to support the adjacent interior faces but is not

considered to be part of the refined surface.


Sharpen Edges:

All the boundary edge-chains are sharp creases; boundary vertices are not affected.


Sharpen edges and corners:

All the boundary edge-chains are sharp creases and boundary vertices with exactly one incident face are sharp corners.






Interpolate Boundary Information


For some useful comparisons of openSubd, Mari and various

3rd party application implementations of UV smoothing take a look at this thread:


http://community.foundry.com/discuss/topic/120932/ot-arnold-subd-vs-mari-3-subd



  • Face Varying Linear Interpolation

Specify the face varying interpolation rule.


None:

Smooth everywhere the mesh is smooth


Corners only:

Sharpen (linearly interpolation) corners only


Corners plus1:

 'Corners only' + sharpening of junctions of 3 or more regions


Corners plus2

: 'Corners plus1' + sharpening of darts and concave corners


Boundaries:

Linear Interpolation along the boundary edges and corners


All:

Linear Interpolation everywhere (boundaries and interior)




  • Creasing Method

Specify the creasing method


Uniform:

Apply regular semi-sharp crease rules


Chaikin:

Apply 'Chaikin' semi-sharp crease rules

Chaikin's Curve Subdivision algorithm improves the\n  appearance of multi-edge semi-sharp creases with varying weights



  • Triangle Subdivision

Rule added to the Catmull-Clark Scheme that can be applied to all triangular faces.


Default:

Default Catmull Clark Scheme Weights


Smooth:

Smooth Triangle Weights








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