In fact you can work with Meshes now as if it were Nurbs Surfaces, but with a more precise control and a more flexible modeling freedom.
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| [images/smeshc01.jpg] |
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| [images/smeshc03.jpg] |
"S-mesh" is a Mesh option, the button to activate this is in the EditButons F9 . The second button Subdiv allows to indicate the resolution for the smooth subdivision.
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| [images/SMeshButtons.tga] |
Blender's subdivision system is based at the vertexnormals in a Mesh. For regular Mesh modeling, it doesn't really matter how the normals point. For S-Meshes however it is necessary to have them all pointing inside or outside consistantly.
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| [images/SMeshNormalsNOK.tga] |
Use the CTRL+N command to make Blender recalculate the normals.
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| [images/SMeshNormalsOK.tga] |
In the above image the face normals are drawn cyan, the vertex normals
are the blue lines.
You can enable drawing normals in the F9 menu
as well.
Blender's S-meshes are still under development. The current system
allows modeling of smooth and organic shapes best. Also keep in mind
that a regular Mesh with square faces gives the best result.
Here is a cool example modeled by Hiroshi Saito:
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| [images/smesh_rap1.jpg] |
(Ask Hiroshi-cw-)