View Full Version : Real Subdivision
Mikkel Jans 08-18-2002, 09:51 AM I was wondering.. isen't Maya the only 3d software with Real Subdivisions?.
Subdivisions from Curves instead of Polygons..
I tryed in both XSI and 3DMax to make a Polygon Cube with 8 segments and meshsmoothed 3 times..
In both programs when i moved the vertices it begin lagging alot.
But if i do the same in Maya with it's Subdivision surfaces there's no lag at all.
I have allways bean told that the SubDivisions is the same and even that XSI's SubD is better.. But for me it seems that Mayas is something special.. Or what?.
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graphiouz
08-18-2002, 10:17 AM
i dont really know,.
but making a poly cube and smooth it, thats not real Sub-D in my book, thats dividing a poly mesh.,poly-proxy arent real sub-d,
houdini i believe have somewhat similar sub-d to maya.
i havent used lightwave and XSi that much so i dont really know,.
i have always thought that maya sub-dīs are something from pixar?
.
MsLeal
08-18-2002, 03:02 PM
The Maya and Softimage XSI has a real subdivision surfaces. The others softwares has a subdivided surfaces and not a real subdivision surfaces.
Kaiser_Sose
08-18-2002, 04:35 PM
The only true subD program is Mirai [ period ]
wedge
08-18-2002, 05:54 PM
how are Maya SubD's not real SubD's?
Fabian
08-18-2002, 08:37 PM
What's the great deal about real SubD's compared to just subdivided surfaces? :hmm:
real subds are really smooth, no matter how you zoom in, they will be always smooth.......if you use just meshsmooth and zoom in you will maybe see some edges, this won't happen with real subdDs
graphiouz
08-18-2002, 09:31 PM
fabian
polygons needs to be smoothed(subdivided), the whole object suffers(gets heavy on geometry)
Sub-d are smooth at default, you can concentrate on detailed areas without smoothing the whole thing,.+ you can get sharp edge/areas right beside a really smooth area! with out 10000 of edges/facets/vertex
a human face for example, the front area gets heavy because of detailed geometry, in both cases poly vs sub-d (lesser on sub-d), But the back of the scull dont need to have heavy geometry, because of no/less details, thats one reason where 'real sub-d'
are stronger/better,. less heavy geometry.
im not a expert on technical terms, math etc but you get the picture i assume..
kamil_w
08-19-2002, 08:05 AM
SubDs in Maya are indeed very special. They use diffrent method of evaluation from others and h-approach is not the only advantage. This eval method allows Nurbs tools&techniques to be transferred to SubDs.
"Examples, include ray surface intersection, evaluating integrals over the surface (Finite Elements), curve on surface (for trimming), texture mapping, arbitrary tessellation, etc."
It was developed internally in AW by Jos Stam, their research scientist.
He is also behind Fluid Dynamics system in 4.5, skin&diffraction shaders and more (to come).
His page:
http://www.dgp.toronto.edu/people/stam/reality/index.html
butterfly_fx
08-19-2002, 08:27 AM
You sir never tried Lightwave don't you? ;)
ambient-whisper
08-19-2002, 11:07 AM
Originally posted by butterfly_fx
You sir never tried Lightwave don't you? ;)
what about it. you cant have 5 points/edges per poly.
Who cares if Maya's sub-d's are real or not--they're slow as hell and barely usable.
Mikkel Jans
08-19-2002, 02:10 PM
No.. Why they are slow sometimes is because of the stubid way they are build.. There is a Scrtipt which build the SubD Connections like in CPS which means no more blind data nodes and no more slowness..
Try take a polygon Cube with 10 segments and smooth it 3 times.. It gets VERY slow.
Now do the same but convert it into a SubD surface.. No lag at all!.
Mayas SubD surfaces are extremly fast.
hm, they would be fast if there were not so much errors which slows them down.......
I often start with subDs, but after a while I have to use the cage without the subDs because it's not possible anymore to work with the subDs (and deleting the blind nodes doesn't help)
boomji
08-19-2002, 06:40 PM
hey dude,
that buggy seams very metal slugg type :)
nice game by SNK...pity they shut down :_ _ snifff,
b
ambient-whisper
08-20-2002, 01:20 AM
yep:) its one of my fave games.:)
by the way. mega enterprise picked it up. so there will be more metal slugs in the future :) they released part 4 already i think.
boomji
08-23-2002, 03:11 PM
hey ambient,
too bad fatal fury,K.O.F,samurai showdown werent taken over :_ _ _ or are they !!! :)
b
ambient-whisper
08-23-2002, 03:48 PM
dunno. out of all the games for neo geo. i only enjoyed a few of them. like metal slug, last blade, samurai showdown, and blazing star.
havent played KOF forever. so i dont remember how those were. :/
ryguy
08-25-2002, 04:12 AM
Maya's subDs are real and work in a nice, hierachical fashion. SubD's in Maya are NOT slow... UNLESS you have a character over 5 levels... and there is no need to go over level 5 or 6.
If you subD is slow, delete any history and blind data nodes (via the hypergraph in Poly mode) This will speed them up a great deal. If your subD is rendering slow, so go into the attrib editor and open the tessellation tab and turn the sample count down. (by default I think it's 4)
What I like best about SubDs in Maya is the levels. You can have a 3 level character and bind a skeleton with level 0 vertices, thus making the character extremely easy to rig and animate.
If you start hating on Maya SubD's, I suggest you play around with them for a bit and actually get to know how to use them before making an unsupported comment (ie. Maya SubD's are slow).
~Ryan
dmcgrath
08-25-2002, 05:46 AM
The only problem I have heard about MAYA sub-d is that only the MAYA renderer truly supports them. One day, people will start to see their true benefits when other Rendering packages actually support them.
We can cross our fingers until then.
but always deleting the blind data nodes is really annoying. why does maya create the blind data nodes?
ryguy
08-26-2002, 02:25 AM
Blind data is associated with any poly Mesh, including SubDs. Blind data is a template basically and that data can be used for realtime games and the like.
I think it's just like any type of optimization that you need to make to your model.
What I like to do and seems to work for me is that I model everything out with polygons. If I need the mesh to look more organic, I create a subD out of it. I make sure I do all my final extruding so I don't need to mess with the SubD in poly mode. Then I make an creases, level refines, etc.
For texturing, I'll select the poly cage, press the down arrow key, delete the subD and apply the texture mapping. Once texturing is completed, I select the poly cage and create a subD out of that. Your creases and any level edits will retain as long as you didn't delete the history or blind data nodes before hand.
~Ryan
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