user: How do I use Options in Blender? Include parameters, examples, warnings and best practices.

assistant: [[image reference removed]](../../../_images/modeling_modifiers_generate_multiresolution_panel.png)

The Multiresolution modifier.

Levels Viewport
:   Set the level of subdivisions to show in the viewport.

Sculpt
:   Set the level of subdivisions to use specifically in Sculpt Mode.
    While in Sculpt mode use `Alt`-`1` to decrease the level or `Alt`-`2` to increase.

Render
:   Set the level of subdivisions to show when rendering.

Sculpt Base Mesh
:   Deform the unsubdivided base mesh instead of the higher levels.
    Meanwhile the set level will be previewed. This allows you to
    make much broader changes in visual context to higher sculpted details
    without creating surface noise and artifacts.

Optimal Display
:   Only display the edges of the original geometry.
    So when rendering the wireframe of this object, the wires of the subdivided edges will be skipped.

### Subdivision

Subdivide
:   Creates a smooth level of subdivision
    (using the default Catmull-Clark algorithm).

Simple
:   Creates a level of subdivision with unsmoothed base mesh edges (using a simple interpolation by subdividing edges
    without any smoothing).

Linear
:   Creates a completely unsmoothed level of subdivision (using linear interpolation of the current sculpted
    displacement).

Unsubdivide
:   Rebuild a lower subdivision level of the current base mesh.

Delete Higher
:   Deletes all subdivision levels that are higher than the current one.

### Shape

Reshape
:   Copy the shape of another object onto the multires levels by copying its vertex coordinates.

    To use it, first select a different mesh object with matching topology and vertex indices,
    then `Shift` select the object you wish to copy vertex coordinates to, and click *Reshape*.

Apply Base
:   Modifies the original unsubdivided mesh to match the form of the subdivided mesh. This operation applies
    a heuristic to the base mesh vertices that assumes that a Subdivision Surface modifier will be added to the mesh.

Conform Base
:   Modifies the original unsubdivided mesh to match the form of the subdivided mesh. The resulting positions of the
    base mesh vertices will match their subdivided positions.

### Generate

Rebuild Subdivisions
:   Rebuilds all possible subdivisions levels to generate a lower resolution base mesh.
    This is used to create an optimized multiresolution version of a preexisting sculpt.
    This option is only available when no subdivision level have been created through the modifier.

Save External
:   Saves displacements to an external `.btx` file.

### Advanced

Quality
:   How precisely the vertices are positioned (relatively to their theoretical position),
    can be lowered to get a better performance when working on high-poly meshes.

UV Smooth
:   How to handle UVs during subdivision.

    None:
    :   UVs remain unchanged.

    Keep Corners:
    :   UV islands are smoothed, but their boundary remain unchanged.

    Keep Corners, Junctions:
    :   UVs are smoothed, corners on discontinuous boundary and junctions of three or more regions are kept sharp.

    Keep Corners, Junctions, Concave:
    :   UVs are smoothed, corners on discontinuous boundary,
        junctions of three or more regions and darts and concave corners are kept sharp.

    Keep Boundaries:
    :   UVs are smoothed, boundaries are kept sharp.

    All:
    :   UVs and their boundaries are smoothed.

Boundary Smooth
:   Controls how open boundaries (and corners) are smoothed.

    All:
    :   Smooth boundaries, including corners.

    Keep Corners:
    :   Smooth boundaries, but corners are kept sharp.

Use Creases
:   Use the [Weighted Edge Creases](subdivision_surface.html#modifiers-generate-subsurf-creases) values stored in edges to control how smooth they are made.

Use Custom Normals
:   Interpolates existing [Custom Split Normals](../../meshes/structure.html#modeling-meshes-normals-custom) of the resulting mesh.