Editable Patch (Patch)

Select an editable patch. > Modify panel > Expand the editable patch in the stack display. > Patch sub-object level

Select an editable patch. > Modify panel > Selection rollout > Patch button

Select an editable patch. > Right-click the patch > Tools 1 (upper-left) quadrant of the quad menu > Sub-objects > Patch

A patch is an area of a patch object, defined by three or four surrounding edges and vertices. Controls described in this topic let you manipulate a patch object at the patch level. As well as moving and rotating patches, you can create a separate element by holding down the SHIFT key during a move operation. This creates a separate element of the selected patches.

Texture Mapping Patches: Interpolation in Curved Space

Patches can be mapped in curved space; this means simplified texture mapping for patches. A planar map on a complex patch object will not be distorted. At the Patch sub-object level there is a parameter in the right-click quad menu (Tools 1 quadrant) called Linear Mapping. If you leave Linear Mapping off, then textures are interpolated in curved space and behave much like texture mapping a mesh object, predictably.

In the old method, patch mapping is interpolated between the knot points. This works well with procedural maps but not so well with bitmaps, since each patch is linear in UV space.

A complex patch (on right) no longer deforms a bitmap

The two leftmost patches show Linear patch mapping. The top left patch is a patch with planar mapping and the bottom left shows its UVW space representation. The patch on the right is a curved projection where the vectors are used in UVW space projection. Notice the bottom right represents the UVW space and notice how the handles and knots contribute to the shape of the UVW space.

In short, leave the Linear option off for predictable planar maps. Leave the linear mapping option on for backward compatibility.

Note: The UVW Unwrap modifier now supports the new patch curve mapping. Spline handles can be manipulated in the Edit dialog in the UVW Unwrap modifier.

Interface

Selection rollout

See Editable Patch for information on the Selection rollout settings.

Soft Selection rollout

See Soft Selection Rollout for information on the Soft Selection rollout settings.

Geometry rollout

Subdivision group

Subdivide: Subdivides selected patches. Select one or more patches, and then click Subdivide.

Propagate: When on, extends the subdivision to neighboring patches. Propagating the subdivisions along all contiguous patches prevents patch cracks where you have attached patches together.

Topology group

Create: Creates a three or four-sided patch on existing geometry or in free space. First turn on Create and then click on geometry or free space in the viewports to create a quad or a tri patch.

Patch vertices are selected by left clicking on existing vertices. Left clicking in free space creates a new vertex at that location. If you digitize away from an existing vertex then a new vertex is created and it will be included in the sequence of vertices for the new patch. The cursor changes to a white cross hair when selecting an existing vertex.

To create a Tri Patch: Click three times in free space or on existing vertices. Right-click, or left-click on one of the vertices in the current sequence to complete the creation of a Tri Patch.

To create a Quad Patch: Click four times in free space or on existing vertices. The Quad Patch will be automatically created after the fourth click.

No operation will take place if you right-click or select a vertex in the current sequence when only one or two vertices are in the sequence.

Detach: Lets you select one or more patches within the current object and then detach them (or copy them) to form a separate patch object.

Reorient: When on, the detached patch copies the position and orientation of the source object's creation Local coordinate system. The new detached object is moved and rotated so that its Local coordinate system is positioned and aligned with the origin of the current active grid.

Copy: When on, the detached patches are copied to a new patch object, leaving the originals intact.

Attach: Lets you attach an object to the currently selected patch object. Click the object you want to attach to the currently selected patch object.

For further details, see Attach.

Reorient: When on, reorients the attached patch so that each patch's creation local coordinate system is aligned with the creation local coordinate system of the selected patch.

Delete: Deletes the selected patch or patches.

Hide: Hides selected patches.

Unhide All: Restores any hidden sub-objects to visibility.

Extrude & Bevel group

These controls let you extrude and bevel patches. Extruding patches moves them along a normal and creates new patches that form the sides of the extrusion, connecting the selection to the object. Beveling adds a second step that lets you scale the extruded patches. You can extrude and bevel patches by dragging or by direct entry. You can also hold down the SHIFT key during extrusion, which creates a separate element.

Note: Sides created by beveling or extrusion are assigned to smoothing group 1.

Extrude: Click this button, and then drag any patch to extrude it interactively. Hold down the SHIFT key during this operation to create a new element.

Bevel: Click this button, and then drag any patch to extrude it interactively, then click and release the mouse button, and drag again to bevel the extrusion. Hold down the SHIFT key during this operation to create a new element.

Original patch (top) and inward and outward extrusions

Extrusion: This spinner lets you extrude selected patches outward or inward, depending on whether the value is positive or negative.

Outlining: This spinner lets you scale selected patches bigger or smaller, depending on whether the value is positive or negative. It is normally used after an extrusion for beveling the extruded patches.

Normal: With Normal set to Group, extrusion takes place along the averaged normal of each contiguous group of patches. If you extrude multiples of such groups, each group moves along its own averaged normal. If Normal is set to Local (the default), extrusion takes place along each selected patch's normal.

Bevel Smoothing: These settings let you set the shape of the intersection between the surface created by a beveling operation and the neighboring patches. The shapes are determined by the handle configurations of vertices at the intersections. Start refers to the intersection between the sides and the patches surrounding the beveled patch. End refers to the intersection between the sides and the beveled patch or patches. The following settings are available for each:

Warning: Set Bevel Smoothing before the bevel is performed; changing the setting has no effect on existing beveled patches.

Surface group

View Steps: Controls the grid resolution of the patch model surface as depicted in the viewports.

Show Interior Edges: Enables the display of the patch object's interior edges in wireframe views. When off, only the object's outline is visible. Turn on to simplify the display for faster feedback.

Surface Properties rollout

These controls let you work with patch normals, material IDs, smoothing groups and vertex colors.

Normals group

Flip: Reverses the direction of the surface normals of the selected patches.

Unify: Flips the normals of an object so that they all point in the same direction, usually outward. This is useful for setting an object's patches to appropriate orientations, thus eliminating apparent holes in the object surface.

Flip Normal Mode: Flips the normal of any patch you click. To exit, click this button again or right-click anywhere in the program interface.

Tip: The best way to use Flip Normal Mode is to set up your viewport to display with Smooth+Highlight and Edged Faces turned on. If you use Flip Normal Mode with default settings, you'll be able to flip a patch away from you, but you won't be able to flip it back. For best results, turn off Ignore Backfacing in the Selection rollout. This lets you click any patch and flip the direction of its normal, regardless of its current direction.

Material group

These controls let you use multi/sub-object materials with patches.

ID: Lets you assign a particular material ID number to selected patches for use with multi/sub-object materials and other applications. Use the spinner or enter the number from the keyboard. The total number of available IDs is 65,535.

Select by ID: Displays a dialog for you to enter a material ID number. Clicking OK selects the patches assigned that material ID. If Clear Selection is on, any previously selected patches are first deselected. If Clear Selection is off, the new selection is added to any previous selection set.

Smoothing Groups group

Use these controls to assign selected patches to different smoothing groups, and to select patches by smoothing group.

To assign patches to one or more smoothing groups, select the patches, and then click the number(s) of the smoothing group(s) to assign them to.

Select by SG (Smoothing Group): Displays a dialog that shows the current smoothing groups. Select a group by clicking the corresponding numbered button and clicking OK.

Clear All: Removes any smoothing group assignments from selected patches.

Edit Vertex Colors group

Use these controls to assign the color, illumination color (shading), and alpha (transparency) values of vertices on the selected patch(es).

Color: Click on the color swatch to change the color of vertices on the selected patch(es).

Illumination: Click on the color swatch to change the illumination color of vertices on the selected patch(es). This lets you change the color of shadows without changing the vertex colors.

Alpha: Lets you assign an alpha (transparency) value to vertices on the selected patch(es).

The spinner value is a percentage; zero is completely transparent and 100 is completely opaque.