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- Always model the simplest control cage possible.
- Always view your model with smoothing or render it using PxrVisualizer.
- You can even model in a live PxrVisualizer render !
- Use creases to make sharp or semi-sharp edges without adding extra edge loops.
- Corners work like creases for vertices.
- There are 3 type of subdivision surfaces.
- Catmull-Clark is the most flexible and popular one.
- Loop is a triangle-based subdivision surface.
- No creases or corners
- useful for cloth simulations
- Bilinear is like a catmull-clark with infinitely hard creases on all edges
Tesselation
If you are coming from another renderer where you have to set subdivision levels, forget about it: tesselation of surfaces is automatic in RenderMan (we call it dicing).
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- Displacement allows you to add larger geometric features that impact your object's outline and shadowing.
- Displacement impacts time to first pixel but doesn't slow down shading.
- Bump or normal maps will add small scale details
- Bump mapping add small cost during shading.
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