{"id":6317,"date":"2023-06-23T08:29:19","date_gmt":"2023-06-23T08:29:19","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=6317"},"modified":"2025-05-04T13:32:28","modified_gmt":"2025-05-04T13:32:28","slug":"multi-level-resolution","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/sculpt\/surface-mode\/multi-level-resolution\/","title":{"rendered":"Risoluzione multilivello"},"content":{"rendered":"\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n <iframe title=\"Multi-Resolution in 3DCoat.\" width=\"700\" height=\"394\" src=\"https:\/\/www.youtube.com\/embed\/jBUt9ahPQwg?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe> \n<\/div><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"> Questa funzione funziona solo in modalit\u00e0 superficie, quindi \u00e8 necessario passare alla modalit\u00e0 superficie e puoi vedere che nuovi pulsanti sono apparsi nella barra degli strumenti. <\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"531\" height=\"120\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/commands.jpg\" alt=\"\" class=\"wp-image-6319\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/commands.jpg 531w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/commands-300x68.jpg 300w\" sizes=\"(max-width: 531px) 100vw, 531px\" \/><\/figure>\n<\/div>\n\n\n<blockquote class=\"wp-block-quote is-layout-flow wp-block-quote-is-layout-flow\">\n<p class=\"wp-block-paragraph\"> <strong>UP<\/strong> Aumenta la multirisoluzione e aggiungi il nuovo livello di suddivisione se sei su quello pi\u00f9 alto.<br \/> <strong>DOWN<\/strong> Scende DOWN con la multirisoluzione (se presente). <\/p>\n<\/blockquote>\n\n\n\n<p class=\"wp-block-paragraph\"> Se ne facciamo clic su uno, 3DCoat ci propone di aprire il pannello multi-risoluzione. <br \/><\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"410\" height=\"147\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/addsubdlevel.jpg\" alt=\"\" class=\"wp-image-6320\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/addsubdlevel.jpg 410w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/addsubdlevel-300x108.jpg 300w\" sizes=\"(max-width: 410px) 100vw, 410px\" \/><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"> Se facciamo clic su S\u00ec, si aprir\u00e0 il pannello multi-risoluzione e potrai trovare questo pannello anche nel menu Windows> scheda Pannelli. <\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"330\" height=\"151\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/Multi-Resolution.jpg\" alt=\"\" class=\"wp-image-6321\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/Multi-Resolution.jpg 330w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/Multi-Resolution-300x137.jpg 300w\" sizes=\"(max-width: 330px) 100vw, 330px\" \/><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"> Quindi su questo pannello vediamo le frecce su e gi\u00f9 (aggiungi livello inferiore\/superiore), utilizzando queste frecce possiamo aggiungere livelli di risoluzione.<br \/> Possiamo vedere le icone che apparivano al centro del pannello e le frecce che apparivano nella parte inferiore del pannello.<br \/> Usa queste frecce per alternare i livelli di risoluzione creati e al di sotto dei valori del livello corrente possiamo usare le frecce inferiori per passare dal livello pi\u00f9 basso a quello pi\u00f9 alto o viceversa. <\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"800\" height=\"143\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/multires-feature.png\" alt=\"\" class=\"wp-image-6348\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/multires-feature.png 800w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/multires-feature-300x54.png 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/multires-feature-768x137.png 768w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"> Ma la cosa pi\u00f9 interessante \u00e8 che se crei un dettaglio complesso al livello pi\u00f9 alto e torni a quello pi\u00f9 basso e poi torni di nuovo al livello pi\u00f9 alto, posso mantenere i dettagli complessi anche se deformi il modello al livello pi\u00f9 basso, quindi non perdere ancora i piccoli dettagli. <\/p>\n\n\n\n<p class=\"wp-block-paragraph\"> Possiamo anche creare una mesh a basso numero di poligoni nella stanza del retopo o nella sala di modellazione e utilizzarla come livello pi\u00f9 basso nella multirisoluzione, ma non \u00e8 consigliabile che la mesh sia troppo bassa di poligoni. <\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"937\" height=\"162\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/modeling-multi.png\" alt=\"\" class=\"wp-image-6347\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/modeling-multi.png 937w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/modeling-multi-300x52.png 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/modeling-multi-768x133.png 768w\" sizes=\"(max-width: 937px) 100vw, 937px\" \/><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"> Ora dobbiamo premere <em>aggiungi il livello pi\u00f9 basso dalla stanza Retopo<\/em> e possiamo vedere che il livello pi\u00f9 basso \u00e8 ora quello che abbiamo creato nella modellazione poligonale. <\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio\"><div class=\"wp-block-embed__wrapper\">\n <iframe title=\"Multi-Level Resolution Tutorial\" width=\"700\" height=\"394\" src=\"https:\/\/www.youtube.com\/embed\/9XpeIQ_KPds?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share\" referrerpolicy=\"strict-origin-when-cross-origin\" allowfullscreen><\/iframe>\n<\/div><\/figure>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <strong>Aggiungi livello inferiore:<\/strong> imposta il livello di risoluzione multipla inferiore\/pi\u00f9 basso (tramite decimazione 2x).<br \/> <strong>Aggiungi livello superiore:<\/strong> aggiungi il livello multi-risoluzione superiore (tramite suddivisione del loop).<br \/> <strong>Aggiungi il livello pi\u00f9 basso dalla stanza Retopo :<\/strong> utilizza la mesh retopo attualmente visibile come livello multirisoluzione pi\u00f9 basso. Non \u00e8 consigliabile utilizzare mesh con un numero di poligoni troppo basso rispetto a quella attuale perch\u00e9 le mesh sono interpolate linearmente, quindi le deformazioni potrebbero portare a bordi taglienti non necessari.<br \/> <strong>Res-:<\/strong> Dimettersi (se possibile).<br \/> <strong>Res+:<\/strong> incremento della multirisoluzione. Non aggiunger\u00e0 un nuovo livello se raggiungi il livello multirisoluzione superiore.<br \/> <strong>Livello attuale:<\/strong> passa a qualsiasi livello creato.<br \/> <strong>Livello inferiore:<\/strong> vai al livello di risoluzione multipla pi\u00f9 basso.<br \/> <strong>Livello superiore:<\/strong> vai al livello superiore a risoluzione multipla.<br \/> <strong>Rimuovi multi-risoluzione:<\/strong> rimuovi i dati multi-risoluzione per poter modificare la topologia del modello. <\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> Se controlli Preferenze > scheda Strumenti, ora puoi vedere che il vecchio metodo di memorizzazione nella cache\/modalit\u00e0 proxy \u00e8 disabilitato per impostazione predefinita. <\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"920\" height=\"381\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/proxy-mode.jpg\" alt=\"\" class=\"wp-image-6356\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/proxy-mode.jpg 920w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/proxy-mode-300x124.jpg 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/proxy-mode-768x318.jpg 768w\" sizes=\"(max-width: 920px) 100vw, 920px\" \/><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"><br \/> Se lo attivi, consente la modalit\u00e0 proxy (lo strumento legacy) per la multi-risoluzione, invece del nuovo sistema basato su pi\u00f9 livelli (tramite suddivisione in loop). <\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity is-style-wide\"\/>\n\n\n\n<h2 class=\"wp-block-heading\"> Algoritmi di suddivisione in loop e di Catmull-Clark <\/h2>\n\n\n\n<p class=\"wp-block-paragraph\"> Le regole <em>di suddivisione del Loop<\/em> si basano su facce triangolari nella mesh di controllo; le facce con pi\u00f9 di tre vertici vengono triangolate all&#8217;inizio. Ad ogni passaggio di suddivisione, tutti i volti vengono divisi in quattro volti secondari. <\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"637\" height=\"258\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/loop-division.jpg\" alt=\"\" class=\"wp-image-6361\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/loop-division.jpg 637w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/loop-division-300x122.jpg 300w\" sizes=\"(max-width: 637px) 100vw, 637px\" \/><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"> Processo di perfezionamento di base per la suddivisione del loop. (a sinistra) La mesh di controllo prima della suddivisione. (Giusto)<br \/> La nuova mesh dopo un passaggio di suddivisione. Ciascuna faccia triangolare della mesh \u00e8 stata suddivisa in quattro nuove facce dividendo ciascuno dei bordi e collegando i nuovi vertici con nuovi bordi. <\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p class=\"wp-block-paragraph\"> <em>La suddivisione Catmull-Clark<\/em> \u00e8 un metodo per smussare una superficie mesh poligonale tridimensionale dividendo i poligoni della superficie in poligoni pi\u00f9 piccoli, riposizionando i vertici precedenti in base ai vertici adiacenti. <\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"800\" height=\"600\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/Catmull-Clark_subdivision_4_planes_levels_0-3.png\" alt=\"\" class=\"wp-image-6364\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/Catmull-Clark_subdivision_4_planes_levels_0-3.png 800w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/Catmull-Clark_subdivision_4_planes_levels_0-3-300x225.png 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/Catmull-Clark_subdivision_4_planes_levels_0-3-768x576.png 768w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2023\/06\/Catmull-Clark_subdivision_4_planes_levels_0-3-700x525.png 700w\" sizes=\"(max-width: 800px) 100vw, 800px\" \/><\/figure>\n<\/div>\n\n\n<p class=\"wp-block-paragraph\"> Il metodo prende ogni poligono primitivo contenuto nella mesh e divide il poligono in quadrilateri, costruendo nuovi vertici in base alle medie e regolando i vertici precedenti del poligono originale in base all&#8217;ambiente circostante.<\/p>\n","protected":false},"author":3,"featured_media":0,"parent":2336,"menu_order":7,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[50],"class_list":["post-6317","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual","manual_doc_tag-multiresolution"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - 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