Create or select an object > Modify panel > Right-click object's entry in the stack display > Convert To: Editable Patch
Create or select an object > Right-click the object > Transform (lower-right) quadrant of the quad menu > Convert To: > Convert
to Editable Patch
Editable Patch provides controls for manipulating an object as a patch object and at five sub-object levels: vertex, handle, edge, patch, and element.
Editable Patch objects provide the same basic functionality as the Edit Patch modifier. Because working with them requires less processing and memory, we recommend you use Editable Patch objects rather than the Edit Patch modifier whenever possible.
When you convert an object to Editable Patch format or apply an Edit Patch modifier, 3ds Max converts the object's geometry into a collection of separate Bezier patches, each patch made up of a framework of vertices and edges, plus a surface.
The framework of control points and connecting tangents defines the surface. Transforming the components of this framework is the primary technique in patch modeling. The framework does not appear in scanline renderings.
The surface is the Bezier patch surface, whose shape is controlled by the vertices and edges. The surface is the renderable geometry of the object.
Prior to version 3 of the software, some patch objects contained a lattice that appeared separate from the surface. This is no longer the case: The control framework conforms exactly to the surface, making it easier to visualize the results of patch modeling.
The output of the Surface modifier is a patch surface. If you are modeling with splines and are using the Surface modifier to generate a patch surface from the spline cage, you can use an Edit Patch modifier for further modeling.
Turn on Show End Result on the Modify panel if you have modifiers above the Editable Patch modifier and want to see the result
of all the modifiers in the modifier stack. This function will remain on until you turn it off.
To attach an object using Edit Patch:
Select an editable patch object, or an object with the Edit Patch modifier applied.
In the Modify panel > Geometry rollout > Topology group, click Attach.
The object takes on a patch structure and stays in its original location.
The attached object is now part of the editable patch object. The Tessellation settings for the original object affect attached objects as well.
To subdivide a patch:
To subdivide an edge:
At the Edge sub-object level, make an edge selection.
A single edge is indicated by its coordinate axis or transform gizmo at the center of the edge. For multiple edges, the axis icon is at the center of the selection set.
Optionally, turn on Propagate to maintain surface continuity.
The edge selection is subdivided. Each new edge is on the boundary of a new, smaller patch.
To unlock interior edges of selected patches:
Right-click the selection and choose Manual Interior from the pop-up menu.
The check mark moves from Auto Interior, the default, to Manual Interior. Interior edges and their vertices are now unlocked. If you now transform the patch, the interior edges remain static. To transform the interior vertices, see the following procedure.
To transform interior vertices:
For information about these settings, see Selection Rollout (Editable Patch).
For information on the Soft Selection rollout settings, see Soft Selection Rollout.
The Geometry rollout provides functions for editing a patch object and its sub-objects, and the Surface Properties controls let you modify the object's rendering characteristics. For detailed information on sub-object-specific controls, select any of the links below: