In general, subdivision surfaces have many advantages but sometimes you actually need a polygon mesh.
Suggested reading:
Use creases to make sharp or semi-sharp edges without adding extra edge loops.
|
Corners work like creases for vertices.
|
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. |
|
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:
extracting a displacement map from the high-resolution mesh.
Our displacement nodes have a "model displacement" input to connect the extracted displacement map. |