16

When a mesh is smoothed, every selected vertex is moved towards the average position of its neighbors. Is there a way to do the opposite, given a mesh with bumps, curves and corners, to move selected vertices by small amounts opposite of what mesh smoothing would do?

gandalf3
  • 157,169
  • 58
  • 601
  • 1,133
greatwolf
  • 2,961
  • 6
  • 23
  • 29
  • related: if you receive a blender model which has smooth shade enabled, how can you undo this? – juFo Sep 24 '14 at 06:57

6 Answers6

19

Yes. Use the smooth modifier with a negative factor.

Smooth modifier

Daniel
  • 3,624
  • 4
  • 31
  • 59
  • Is the smoothing process perfectly reversible(not considering floating-point error), or will unsmoothing a mesh by the same factor as it was smoothed produce a different mesh? – nanofarad May 23 '13 at 01:41
  • It appears like it is. I'm not sure, but I tested it with Suzanne, and it appeared to get back to its original geometry. – Daniel May 23 '13 at 01:44
  • 1
    This is not the case. Compare before and after. Opening them in different browser tabs and switching quickly shows the effect. – nanofarad May 23 '13 at 01:48
  • Nice find. Good to know. – Daniel May 23 '13 at 01:48
11

An alternative method to reverse an operation is to add 2 shape keys, enter editmode with with a non-basis shape, edit the mesh (smooth it for example), exit editmode, then slide the shape key to a negative value you can then optionally apply it to the base mesh.

ideasman42
  • 47,387
  • 10
  • 141
  • 223
9

Unsmoothing with a negative modifier is sufficient for a roughening effect, but not to fully undo a smoothing operation. To test this, I rendered Suzanne and smoothed the mesh(factor 1.0), applied the modifier, and then unsmoothed with factor -1.0.

animated gif

Daniel
  • 3,624
  • 4
  • 31
  • 59
nanofarad
  • 2,906
  • 3
  • 22
  • 33
  • 9
    come on! rerender this with suzanne fitting the window and lit up with more ambient lighting, so much grey..so little suzanne.. – zeffii May 24 '13 at 08:13
  • @zeffii I was short on time so I basically threw this in a scene with the defaults. When I have some time tomorrow I'll make a better image(animated as a GIF) that shows this. – nanofarad May 24 '13 at 10:29
  • Would be great if you could find the time, @ ping me in case. I'd like to upvote. – Leander May 14 '19 at 12:05
  • 1
    @Leander added to todo list; hopefully will have time this week at some point. – nanofarad May 14 '19 at 12:26
4

Another thing to try is the Laplacian Smooth modifier with a negative factor.

howardt
  • 301
  • 1
  • 6
3

If you're looking to make a model more low-poly, then try using the Decimate modifier.

Timaroberts
  • 12,395
  • 6
  • 39
  • 73
user383
  • 201
  • 1
  • 2
  • 6
2

If you're looking to reverse the Subdivision Surface modifier, try the Decimate Modifier on Un-Subdivide mode. I find that you should usually double the subsurf level in the decimate modifier.

One of these Suzannes has been subdivided twice and then un-subdivided four times with the Decimate modifier. How well do you know your Suzannes? Which is which?

Two Suzanne meshes – which is the original?

Also take a look at a smooth-shaded version:

Smooth version of above image

Original face count: 500; processed face count: 699.

wchargin
  • 9,452
  • 5
  • 41
  • 66