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?
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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 Answers
Yes. Use the smooth modifier with a negative factor.

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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
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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
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1This 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
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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.
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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.

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9come 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
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@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
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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
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1@Leander added to todo list; hopefully will have time this week at some point. – nanofarad May 14 '19 at 12:26
If you're looking to make a model more low-poly, then try using the Decimate modifier.
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Please try to answer the question asked. Your answering how to un-subsurf a mesh. The question is asking how to use the smooth tool in reverse. – CharlesL Jun 23 '13 at 23:50
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?

Also take a look at a smooth-shaded version:

Original face count: 500; processed face count: 699.
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Yeah, the top of the nose and the top of the mouth are the only real giveaways i see. – Weaver Nov 27 '14 at 22:08