The Superquad SOP generates an isoquadric surface. This produces a spherical shape that is similar to a metaball, with the difference that it doesn't change it's shape in response to what surrounds it. You can change the XY Exponent of an isoquadric surface to define it to be more "squarish" or "starish" in shape. Also, an isoquadric surface is always defined as a polygonal or mesh type geometry.
/type - Select from the following types. For information on the different types, see the Geometry Types Guide. Depending on the primitive type chosen, some SOP options may not apply.
- Polygon -
- Mesh -
/surftype - This option is used to select the type of surface, when using a Mesh primitive type.
- Rows - Creates horizontal lines.
- Columns - Creates vertical lines.
- Rows & Cols - Both Rows and Columns. Looks like Quads in wire frame display, but all polygons are open (if the primitive type is polygon).
- Triangles - Build the grid with Triangles.
- Quadrilaterals - Generates sides composed of quadrilaterals (default).
- Alternating Triangles - Generates triangles that are opposed; similar to the Triangles option.
/radx /rady /radz - Determines overall radius.
/tx /ty /tz - Offset of superquad center from object center.
/orient - Determines pole axis for the iso surface.
Rows / Columns
/rows /cols - Number of rows and columns used in the superquad.
XY / Z Exponent
/expxy /expz - The XY Exponent determines inflation / contraction in the X and Y axes. The Z Exponent determines inflation / contraction in the Z axis. See the Metaball SOP for a description of exponents.
Multiple Points Per Pole
/upole - Determines whether points at the poles are shared or are unique to the columns.
/cusp - Makes points unique, causing the superquad to be faceted.
/angle - Input angle in degrees to determine when vertices are shared or not, creating cusping.
/texture - Adds UV texture coordinates to the sphere.
- Off - No UV coordinates added to surface.
- Row & Columns - Adds vertex UV coordinates.