I would like to deform a topology that is imported from Revit, to give some details to it. All the Revit geometry is converted to Editable Mesh automatically when imported to Max. If I want to use a tool like Paint Deformation, I need to convert it to Editable Poly. However, if I do that, the topology object loses all the complexity (no subdivisions). What is the proper way to achieve what I need? I just need to give some more complexity to the topo surface, so that a displacement map would be more effective for a grass shader.
Any comments would be appreciated. Thanx