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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.
    CreasesImage Modified
  • Corners work like creases for vertices.
    CornersImage Modified
  • 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
      Image Added

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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