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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.

 

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 Primvars > Geometry Specific > SubdivisionMesh folder. You will also need to set the Style parameter to Catmull-Clark, Bilinear, or Loop.   

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

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Carousel Image Slider
dotsfalse
sliderHeight300
arrowsfalse
labelsFilternosubd
slidesToScroll2
slidesToShow2
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Carousel Image Slider
dotsfalse
sliderHeight300
arrowsfalse
labelsFilterwithsubd
slidesToScroll2
slidesToShow2
captionstrue

 

Interpolate Boundary

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

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