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.

This is a creased displaced catmull-clark subdivision surface.

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.
  • When the object becomes smaller than a pixel, only the control mesh remains.

This works a bit like an automatic level of detail.



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