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This node rearranges the existing points in the geometry to reduce roughness.
To smooth by increasing the number of points, use the Subdivide node.
To smooth by brushing over the object, use the Sculpt tool and set one of the mouse buttons to “Smooth”.
Smooth can also smooth any floating-point attributes, including color and texture coordinates.
Subset of primitives to smooth.
Lets you specify that the boundaries of the selection (the Group field) or the surface should not move.
No points are locked in place. Any point in the selection may move.
Boundary edges and the outside edges of the selection are locked in place. Smoothing will not affect them.
A list of points to lock in place, so smoothing will not affect them. You can click the Select button to the right of the field and select the vertices interactively in the viewport.
The attributes to smooth. Multiple attributes can be smoothed at the same time. The drop-down menu to the right of the field has the most common attributes to smooth,
P (point position) and
uv (texture coordinates). If the field is blank, the node smooths all position-type attributes.
Lets you choose different smoothing models that have different effects on the point positions.
Move points so they're evenly spaced.
Move points trying to maintain their original relative distances from one another.
Move points to smooth the curvature while trying to maintain their original arrangement.
How much to smooth the selected points. Higher values move the points farther from their original positions.
Higher values preserve finer details from the original mesh. Lower values are faster and smooth more.
A lower number of passes is more efficient for producing significant smoothing on larger meshes.