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mulffett
12-08-2003, 08:37 AM
Hi, i m learning maya.I recently model a character hear using polygon then converted to sub-D. However after much tweaking and adjustment i found it its kinda too heavy.Wanna ask is there any ways like reduce faces in polygon or rebuild surfaces in nurbs.
i am using maya 5.Hope u guys can help me.thanx

kfc
12-08-2003, 09:24 AM
Do it the simple way.
Converts it to poly (lv0) if u wanna do some adjustment or cut new faces.
Converts it back to subD just to preview how it's gonna look like in final.
Switch back & forth like this can really save u alot of time just to deal with the blindnote.

another way is delete the blindnote data. do a search in this forum and u'll get some info on this.

If u use hirachical modeling on subD. well... it's a nice feature but I don think it's so efficient when u go for rendering. currently renderman and MR doesn't have supports to render such geometry.

TomD
12-08-2003, 10:39 AM
MR can render subdivisions. Only quad's (in polygon modus) though.
In case you have a 3, 5 or more sided face in your geometry, you can collapse the subdivision hierarchy. (moddeling menu > Subdiv Surfaces > Collapse Hierarchy) In that way MR can render Subdivision (don't know about renderman).

[edit]
found this in the manual (great source of infomation too ;) ) I haven't tested these tips yet, let me know if it works for you.

How do I? > Create and edit models > Reshape subdivision surfaces >
Increase performance while reshaping subdivision surfaces

To improve interactive performance with subdivision surfaces, follow these tips:
Edit components in Standard mode rather than Polygon Proxy mode.
Keep the base mesh (level 0) simple. Add all detail by creating finer levels.
While modeling, turn off the creation of UVs (No UVs on Subd option on the polyToSubd node) to improve performance.
If you're making a number of tweaks to control points at once, you can set the node's state to Blocking to prevent updates, make the changes, then set the node's state back to Normal so the surface recalculates all at once.
Use the Clean Topology operation to remove components that were created but not edited. See Make subdivision surfaces more efficient.
When binding a skeleton to a model, bind to a coarse level, such as level 0 or 1. See Bind subdivision surfaces to skeletons.

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