- Vertex Bevel: The selected vertex _v_ is replaced by a face _f_ whose
-**Vertex Bevel**: The selected vertex _v_ is replaced by a face _f_ whose
vertices are connected to the edges originally incident on _v_. The new face is
inset (i.e., shunken or expanded) by a user-controllable amount.
- Vertex Extrude: The selected vertex _v_ is beveled by a flat amount (we use 1/3 the length of the edge from the original vertex _v_ to an adjacent vertex endpoint as the tangential offset), a new vertex _v'_ is inserted into the resulting face, and _v'_ is offset in its normal direction by a user-controllable amount.
-**Vertex Extrude**: The selected vertex _v_ is beveled by a flat amount (we use 1/3 the length of the edge from the original vertex _v_ to an adjacent vertex endpoint as the tangential offset), a new vertex _v'_ is inserted into the resulting face, and _v'_ is offset in its normal direction by a user-controllable amount.
The selected face _f_ is replaced by a new face _g_, as well
as a ring of faces around _g_, such that the vertices of _g_ connect to the
original vertices of _f_. The new face is inset and offset by some
user-controllable amount.
- Face Extrude: The selected face _f_ is replaced by a new face _g_ as in Face Bevel, and _g_ is offset only in the normal direction by some user-controllable amount.
-**Face Extrude**: The selected face _f_ is replaced by a new face _g_ as in Face Bevel, and _g_ is offset only in the normal direction by some user-controllable amount.
- Face Inset: The selected face _f_ is replaced by a new face _g_ as in Face Bevel, but its vertices are only offset in the tangent direction by a constant factor (we use 1/3 in the example).
-**Face Inset**: The selected face _f_ is replaced by a new face _g_ as in Face Bevel, but its vertices are only offset in the tangent direction by a constant factor (we use 1/3 in the example).
- Edge Bisect: The selected edge _e_ is split at its midpoint, and the new vertex _v_ at the split is returned. Note that the new vertex _v_ is not connected to the two opposite vertices as in Edge Split.
-**Edge Bisect**: The selected edge _e_ is split at its midpoint, and the new vertex _v_ at the split is returned. Note that the new vertex _v_ is not connected to the two opposite vertices as in Edge Split.
### Global Mesh Processing<a name="global-mesh-processing"></a>
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@@ -148,13 +148,13 @@ A number of commands can be used to create a more global change in the mesh
pressing the appropriate sidebar button with a mesh selected. Note that in scenes with multiple meshes (e.g., those used by
the path tracer), this command will be applied only to the selected mesh.