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See Subdivision Surfaces for more information on subdivision surfaces.

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Note

Poorly tessellated (non-subdivision) surfaces may show artifacts when rendering like dark edges and outlines. It's recommended to render smooth subdivisions to avoid this artifact. You may also use polygons with no normals defined and then subdivide, RenderMan will compute the normals for you.

 

When rendering smooth surfaces from polygons in Houdini, you can add an option to render Polygons as Subdivision to your geometry node from the Edit Rendering Parameters...

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Add ri_rendersubd from the Render Properties to your object's Render TAB.

 

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To render a polygon as a subdivision surface, add the RenderMan tab to the OBJ node. Toggle the "Render Polygons As Subdivision" parameter found in the Geometry > SubdivisionMesh rollout. You will also need to set the Style parameter to Catmull-Clark, Bilinear, or Loop. 

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To match geometry from Maya (a common request and our default) you will see:

  • Catmull-Clark
  • Interpolation: Sharp Creases and Corners
  • Facevarying Boundary: New Style, internal only

Details on these settings along with illustrations can be found on the RenderMan page for Subdivision Surfaces 

The images below were rendered using the the PxrVisualizer integrator  integrator in Houdini. 

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Interpolate Boundary

We also need to add the interpolate boundary and turn it on.  It is off by default.

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