The Cap Holes modifier
builds faces in the holes in a mesh object. A hole is defined as
a loop of edges, each of which has only one face. For example, one
or more missing faces from a sphere would produce one or more holes.
The modifier works best on reconstructing planar holes, but can
do a reasonable job on non-planar holes as well.
Cap Holes used to make
the wheel appear solid
NoteThis modifier can
cap holes in a sub-object selection passed up the stack. It caps
any part of the hole that's adjacent to, or within the selected geometry,
whether vertex, edge, or face.
- If the Cap Holes modifier doesn't appear
to work, remove it, apply a
modifier to select the faces surrounding
the hole, then apply Cap Holes to the sub-object selection.
- The Cap Holes modifier creates faces
with invisible edges unless you turn on All New Edges Visible before
you apply it.
Example: To cap a hole in a sphere:
- Create a sphere.
- Apply an Edit Mesh modifier to the sphere.
- In the stack display, choose the Face
- Select and delete a contiguous group
- Turn off the Face selection level.
- Apply a Cap Holes modifier.
The hole you created
should be filled.
TipTurning on Smooth With Old Faces makes the
cap less visible.
- Smooth New Faces
Assigns the same smoothing
group number to all new faces. If possible, this will be a smoothing
group number not used elsewhere in the object.
- Smooth With Old Faces
Smoothes new triangular faces
using the smoothing groups from bordering old faces. This smoothes
only one level in from the perimeter of the border of the hole,
so you might need to use both this and the Smooth New Faces option
to properly smooth a large hole.
NoteWhen Smooth With
Old Faces is turned on, the faces in the capped holes inherit a material
face ID from one of the surrounding faces. When this item is turned
off, the faces in the capped holes are assigned a new ID.
- Triangulate Cap
Makes all of the edges visible
in the new faces.