[Bf-docboard-svn] bf-manual: [6988] trunk/blender_docs/manual/modeling/modifiers/generate/multiresolution.rst: Multiresolution: Update UI Layout
Aaron Carlisle
carlisle.b3d at gmail.com
Sun Aug 23 16:15:52 CEST 2020
Revision: 6988
https://developer.blender.org/rBM6988
Author: Blendify
Date: 2020-08-23 16:15:51 +0200 (Sun, 23 Aug 2020)
Log Message:
-----------
Multiresolution: Update UI Layout
Modified Paths:
--------------
trunk/blender_docs/manual/modeling/modifiers/generate/multiresolution.rst
Modified: trunk/blender_docs/manual/modeling/modifiers/generate/multiresolution.rst
===================================================================
--- trunk/blender_docs/manual/modeling/modifiers/generate/multiresolution.rst 2020-08-23 01:22:24 UTC (rev 6987)
+++ trunk/blender_docs/manual/modeling/modifiers/generate/multiresolution.rst 2020-08-23 14:15:51 UTC (rev 6988)
@@ -26,16 +26,7 @@
The Multiresolution modifier.
-Type
- Sets the type of subdivision.
- Simple
- Maintains the current shape, and simply subdivides edges.
- Catmull-Clark
- Creates a smooth surface, usually smaller than the original, using the standard
- `Catmull-Clark <https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface>`__
- subdivision surface algorithm.
-
Levels Viewport
Set the level of subdivisions to show in Object Mode.
Sculpt
@@ -51,12 +42,12 @@
Subdivisions
------------
+Subdivide
+ Adds another level of subdivision.
+
Unsubdivide
Rebuild a lower subdivision level of the current base mesh.
-Subdivide
- Adds another level of subdivision.
-
Delete Higher
Deletes all subdivision levels that are higher than the current one.
@@ -89,6 +80,16 @@
Advanced
--------
+Subdivision Type
+ Sets the type of subdivision.
+
+ Simple
+ Maintains the current shape, and simply subdivides edges.
+ Catmull-Clark
+ Creates a smooth surface, usually smaller than the original, using the standard
+ `Catmull-Clark <https://en.wikipedia.org/wiki/Catmull%E2%80%93Clark_subdivision_surface>`__
+ subdivision surface algorithm.
+
Quality
How precisely the vertices are positioned (relatively to their theoretical position),
can be lowered to get a better performance when working on high-poly meshes.
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