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Pick the right tool for the job

In general, subdivision surfaces have many advantages but sometimes you actually need a polygon mesh.

Subdivision surfaces

  • Pros
    • Perfectly smooth at any resolution.
    • Can have sharp or semi-sharp features with creases and corners.
    • Can be very lightweight in memory.
    • Less displacement cracks (watertight)
  • Cons
    • Different modeling techniques/skills
    • Need to tag sharp edges and vertices
    • Some topological constraints (no holes or non-manifold geometry)

Polygon meshes

  • Pros
    • Great for heavy geometry like 3D scanned mesh
    • Best for geometry that will be fractured / simmed.
    • Good for models with only sharp edges that don't need displacement
    • No microploygon generation if not displaced.
  • Cons
    • Heavy models use a lot of memory, however small they may be in the image.
    • Shadow terminator may be visible on low resolution smoothed objects
    • Displacement cracks may be visible

Subdivision modeling

  • 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.

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).

The main control is the micropolygon length.

  • By default, it is expressed in pixels and a micropolygonlength of 1 (the default) means that every micropolygon will be approximately 1 pixel wide.
  • If you don't want the tesselation to change dynamically, you can set it in object or world space or define a dicing camera.
We recommend disabling "raster-oriented dicing", unless you see some artefacts.


Model detailing

Often, it is better to rely on displacement and bump mapping to add details.

  • 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 shading.
  • Bump or normal maps will add small scale details
    • Bump mapping add small cost during shading.

If you have modeled a highly detailed object in ZBrush, you should consider retopologizing and extracting a displacement map.

Memory usage