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Sub-Division Surfaces

The Sub-Division tool provides the ability to sub-divide a mesh for greater detail and smoothing of the mesh. Sub-dividing the mesh of a figure will not lose the ability to adjust morph targets that were added to the figure prior to be subdivided. In addition, the UV Mapping of the object is adjusted to reflect the additional polygons.

Most figures supplied by DAZ or other sources are usually at a fairly high polygon count once they are released so using sub-d on them will probably not be a good idea, especially as it may cause memory problems due to the increased polygon count.

To sub-divide a mesh in Studio:

  1. Select the object/figure to sub-divide.


    If you do not have a mesh selected, when you choose the convert command, you will get an error message that a node must be selected.
  2. Choose Edit > Convert to SubD. A message will come up indicating that this operation cannot be undone and the effect on any LOD levels added to the object.
  3. Click in the checkbox if you do not want to see this warning to come up when selecting to sub-divide an object. Click on Yes to continue with the operation or Cancel to leave the object as it is.


    A conversion dialog will come up indicating that the conversion is in process. Once the object is finalized, it will show in the viewport at the default Sub-D setting of 1 (four polygons for every one original polygon).


Note graphic NOTE! If you notice that the mesh is not sub-dividing, this may indicate that your memory is low and Studio cannot complete the operation. Close Studio to clear memory and re-open it or use some other method of clearing memory in order to continue.

  1. Make sure the main body or object is selected and in the Parameters tab, scroll down until you see the Subdivision section.


    Two parameters will be available in this section, described below.

    The values can be adjusted by dragging on the slider, clicking on the +/- signs, or double-clicking on the number and entering a different value.
    • Viewport Level: Indicates the level of Sub-D visible in the viewport. The default is 1 which is one level of Sub-D, zero indicates no Sub-D visible. The slider goes from 0 to 2 but can be increased by double-clicking on the label and increasing the Max Limit. Be careful when using this as some figures/objects are already at a high resolution and increasing the Sub-D level could lock up your system if it cannot handle the memory requirements.

    • Edge Interpolation: Determines if edges and corners are adjusted to be sharper during rendering.

      • None: No edges and corners are adjusted.
      • Edges and Corners: Both edges and corners are adjusted.
      • Edges: Edges only are adjusted.

Note graphic NOTE! If you are looking for the “Render Level” setting, it is now controlled by the smoothing level.

Caution graphic CAUTION! Sub-division of surfaces does not work well with objects that have non-welded vertices. Make sure that all vertices are welded prior to applying Sub-D.

Caution graphic CAUTION! Any morph targets applied prior to sub-dividing a mesh should work afterwards, however, once sub-divided, any morph targets made to work with the original mesh will no longer match the new mesh and cannot be loaded as a morph target.