Pick the right tool for the job

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

Subdivision surfaces

Polygon meshes

NURBs

Suggested reading:


Subdivision modeling


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.

We recommend disabling "raster-oriented dicing", unless you see some artefacts.

We compare a creased displaced catmull-clark subdivision surface with an equivalent polygon mesh.

Increasing the micropolygon length is equivalent to making the object's size smaller in the image.

  • When the object is large, it is finely tesselated into milions of micropolygons, showing fine displacement detail.
  • When the object becomes smaller than a pixel, only the base mesh remains.

Micropolygon Length works a bit like an "automatic level of detail" and preserves memory when an object is so small in screen that it doesn't need an fully detailed representation.

Notice that the subdiv degrades to a much lower number of faces, preserving memory and speeding up raytracing.

This is what we call Data Amplification, when a compact geometric representation can be augmented to create more detail on demand.


Model detailing

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

If you have modeled a highly detailed object in ZBrush, you should consider:


Memory usage and performance

Polygon meshes

Subdivision surfaces