Wednesday, December 10, 2008

Subdividing


I wanted to render primarily with RenderMan for Maya because of its stability, efficiency, sub-pixel tessellation and its high-quality raytracing. I was modeling everything in polygons and subdividing at render time, so that everything could remain easily modifiable in case I needed to make any changes.

Here’s how I went through the process.

1. In the RenderMan tab, click on the “SGA menu” (Shared Geometric Attributes) button. A dialogue window pops up. Click “Create” and then, with the newly created “rmanSettings” attribute selected, click “Edit.”


2. In the Attribute Editor, click Attributes > RenderMan > Manage Attributes…



3. Another dialogue window po
ps up with a list of attributes. You want to scroll down to “Subdivision Scheme” and click “Add.”


4. Notice that you n
ow have Extra RenderMan Attributes in your Attribute Editor. Click the triangle to expand them. You’ll see your Subdivision Scheme there. You’ve got three options: Catmull-Clark (better for subdividing quads), Loop (better for triangles) and None. Since I modeled everything with quads, I used Catmull-Clark. I’ve also renamed my attribute to “brian_subD.”

5. We now want to assign our custom RenderMan Attribute to some geometry. Select your polygon objects to be subdivided, and in your SGA menu, select “brian_SubD.” Click attach.


6. When you render with RenderMan, your geometry will be subdivided.

See Also:
Subdivision Surfaces (Wikipedia)
NURBS (Wikipedia)

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