View Full Version : polygon model subdivision setting
Sorry for another question on polygon division. I want to model more in Maya and less in Lightwave, since importing LW to Maya is not always reliable. But I keep coming back to the same wish or question in Maya while modeling in it:
1. In Lightwave, when you model a polygon object (say, a head), you press TAB to smooth the object (but the subdivision = 0 and not 1 here, which I don't think Maya allows you to do). The smooth model (even though there are 0 subdivide) then looks good enough for you to judge its final look.
2. The smooth or subpatch object in LW can be cut and mold and view as close to the final look (even though the smooth subpatch division = 0) and therefore faster than in Maya. The smooth subdiv = 0 in LW somehow approximates the final result of the model.
3. In LW, you can work interchangeably with the same tools and modeling functions in either the rough or the subpatch model. You toggle them seamlessly with the TAB key.
4. In LW, because you can separate the model subdivision and the render subdivision. You can leave the model at the smooth subdivision = 0, and the render at 3. Thus, the stored or viewed model is always the one that is easier to change when saved since it has less polygons. In Maya, because I was forced to view the model with the subdiv at 3, it's too slow not only when converting but when viewing.
So here are the questions:
a. In Maya, is there a way to smooth the rough polygon model at subdivision = 0 and still get a very close to the final look as in Lightwave? In Maya, I think the closest = 1. However, it's slower on my machine when the model is detailed. Also, in Maya, the switchSmooth.mel script is not 100% reliable; sometimes, I could not go back to the low polygon model without the use of undo.
b. In Maya, is it possible to model and view the object in subdivision = 1 (since this is Maya's lowest). And render with a subdivision = 3, without ever seeing a subdivision = 3 or 2 or 1 when modeling or viewing in the perspective or camera view.
c. I don't think you can work interchangeably with the same tool (e.g cut face, split and so on) between the rough model and the smooth model in Maya. Is this the correct observation?
d. What is the best alternative in Maya for the TAB key in LW? That is, in LW, smooth at subdiv = 0, and only render at subdiv = 3 or higher - without even seeing subdiv higher than 0 when modeling or viewing the object. Thus, it's fast. Or is the polygon smooth or polygon proxy (subdiv = 1) the best Maya can offer at this point?
e. Please, if possible, suggest some speed advice when smoothing in Maya. I think LW is superior here. Could I be wrong or don't know enough about Maya at this point?
Thanks.
Rock
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Flash FROG
05-12-2003, 05:22 AM
All I can really say is that when I am modeling in maya with subdivisions I usually use polygon proxy mode where the subs are smooth and there is still a rough polygon cage around the subdivision surface. Then to convert back to the original polygon, in the sub the poly menu just choose verticies so that it doesn't smooth it more.
I hope that this helps.
magilla
05-12-2003, 07:49 AM
I'm also at the experimental stage with subd modelling in Maya but....
I don't think there are any settings for rendering subd resolution. You can choose to view the model at the various quality levels whilst working on it - but it will always render at the smoothest possible resolution. I can't see why you'd render at anything less.
I also use the poly mode (you can switch between poly and standard) which brings up the poly version as a transparent cage if I need to do splits etc. You are right though - it is slow. However I've found that working on a poly model and using the cps script (to approximate what the subd will look like), then converting to subd at the latest possible stage is a much more efficient way to work.
Once converted you can add your full/partial creases and any higher level detail using refine etc rather than any "drastic" modifications such as poly splitting.
As a side-topic to this thread:
does anyone know how to preserve creases if you have to convert your subd back to a poly model for any reason?
--magilla
RichSuchy
05-12-2003, 08:08 AM
1. on the channel bar or in the atrivute editor you can set the render resolution to 0.
I find it easier/faster. (I worked that way in Lightwave too) to just work with my cage and transform it to see how its smoothing periodically.
2. though you can model in proxy mode, I avoid it in general, because (answer is above under number 1)
3. See answer one above. BUT you can make a button and put it in your tool bar (or two buttons if its two hard to write mel you can just record the command to a button) to do the transforming.
4. Render tesselation and view tesselation are controllable from the attribute editor.
Note: though you can make a button to switch modes you may want to use smooth mesh. Going back and forth between sub-d and not sub-d tends to add history nodes that you need to delete in the hypergraph which accounts for many slowdowns for those that dont realize it.
Again, you would only use this to check smoothing.
Note 2.
people often keep maya tesselation (at render time too high) If you do not modify at level two, turn that off for render tesselation (set to base level ) and set tesselation as low as required.
magilla
05-13-2003, 01:42 AM
i think you are confusing the term "render".
The render resolution is set at render time - it doesn't change - it renders the subd surface as smooth as it can - regardless of the "display" level you set. The render is your final output, ie "batch render"
For realtime display smoothing thare are two different concepts -
The "display level" (the one in your channel editor) merely shows you in the panel view what level you are editing at (from 0 to 13). You can leave your model at 0 and still render it completely smooth.
To confuse this further you also have 3 levels of " hardware smoothing" to play with - this does not affect your editing display level. So you can set your editing level to 13 and view at a "display smoothing" of 1.
again, this does not affect your final render.
confusing enough!?
--magilla
RichSuchy
05-13-2003, 02:25 AM
Originally posted by magilla
i think you are confusing the term "render".
The render resolution is set at render time - it doesn't change - it renders the subd surface as smooth as it can - regardless of the "display" level you set. The render is your final output, ie "batch render"
--magilla
In renderman yes, In maya no. there are explicit tesselation settings for Sub-Ds. In maya you have depth and sample count. Depth is how many levels of tweeks to considder in the render, and sample count defines how many levels of subdivision to preform. Load up a cube turn it into a sub-d model and look for yourself by tweeking those settings.
In Renderman you have true Sub-D rendering and yes it makes it as smooth as needed for the camera.
magilla
05-13-2003, 05:12 AM
I just did this with a sphere before I sent the last post.
I can render a perfectly smooth sphere with it set to 0, but I do see what you are saying.
If I switch the tesselation format to uniform I then have to select a depth at which to tesselate the subd......
does this affect the realtime model though?
aha
:surprised:
--magilla
Looking back at my questions posed above, I think it's too long and unfocused. Therefore, I will rephrase and shorten it:
In Maya, I would like to model only at subdivision = 0 in two modes unsmoothed and smooth. The smooth version will look like the final version. Then when I am ready to render, I render the model at subdivision = 3 for greater smoothness.
So the question is can I do this without ever seeing a smoothed model at subdivision = 3 in my perspective view?
Thanks,
Rock
roger
05-13-2003, 06:33 AM
2 ways to do this.
1) Model your poly model. It will be at subdivision 0. When your ready to render, turn it into a Maya sub-d. You can always undo the Maya sub-d....there are more than one undo in Maya. :)
2) Use Smooth Proxy. In the html help files it tells you how to turn off the visibility of the smooth mesh layer. You should keep subdivision levels low while modeling and increasing it just before rendering and the help files give you a little mel script to do this automatically for a given object.
playmesumch00ns
05-13-2003, 08:41 AM
There's also my "shut the lightwavers up" script in the MEL scripts sticky for toggling between smooth/unsmooth which you can bind to a hotkey.
Subdivision surfaces ARE NOT POLYGONS. They model a lot like polygons, and you can change polygons into subdivs very easily, but they ARE NOT POLYGONS. Changing a polygon model into a subdivision surface IS NOT THE SAME as performing a poly smooth
Maya's render tesselation settings for subdivs do the same as for NURBS: they will try and give you as close to sub-pixel accuracy as possible without exploding the renderer. PRMan succeeds a lot better at this because it dices everything to sub-pixels anyway, but that's just cos RenderMan's lovely.
I don't know hat you mean by "level", but I assume you're talking about the "Display level". This has nothing to do with how smooth the subdiv is, if you render at level 0, it will still be perfectly smooth (yes, depending on your tesselation settings). The display level just lets you do heirachical edits: try and find steven stahlberg's subdiv rigging and modelling tutorials for a good explanation of why heirachical edits are so good.
RichSuchy
05-13-2003, 09:13 AM
Originally posted by playmesumch00ns
There's also my "shut the lightwavers up" script in the MEL scripts sticky for toggling between smooth/unsmooth which you can bind to a hotkey.
Subdivision surfaces ARE NOT POLYGONS. They model a lot like polygons, and you can change polygons into subdivs very easily, but they ARE NOT POLYGONS. Changing a polygon model into a subdivision surface IS NOT THE SAME as performing a poly smooth
Maya's render tesselation settings for subdivs do the same as for NURBS: they will try and give you as close to sub-pixel accuracy as possible without exploding the renderer. PRMan succeeds a lot better at this because it dices everything to sub-pixels anyway, but that's just cos RenderMan's lovely.
I don't know hat you mean by "level", but I assume you're talking about the "Display level". This has nothing to do with how smooth the subdiv is, if you render at level 0, it will still be perfectly smooth (yes, depending on your tesselation settings). The display level just lets you do heirachical edits: try and find steven stahlberg's subdiv rigging and modelling tutorials for a good explanation of why heirachical edits are so good.
Sounds like a nifty script. :thumbsup:
Never said they were polygons... suggested that you could get a quick idea of how resultant sub-d would look while working in polygons and without inadvertantly ending up with extra invisable nodes to clean up. :)
I prefer to set it to uniform tesselation, for rendering.
Also when I refered to levels of tweeking, I meant increasing detail on the surface... you know, level 1 vertices, level 2 vertices, etc. You can set how deep the renderer will notice those higher level heirarchical tweaks.
Nemoid
05-13-2003, 10:13 AM
I tried and i have to say that
modelling with polys and then
converting tham in sub-ds to see the results
is the best way.
undo conversion after
seeing results and keep onmodelling
proxy object make the perspect view too cluttered
and its not like in Lw that u can use current tools
in sub-d mode.
this is what i know at this moment.
RichSuchy
05-13-2003, 05:15 PM
Originally posted by Nemoid
I tried and i have to say that
modelling with polys and then
converting tham in sub-ds to see the results
is the best way.
undo conversion after
seeing results and keep onmodelling
proxy object make the perspect view too cluttered
and its not like in Lw that u can use current tools
in sub-d mode.
this is what i know at this moment.
you can alwqays keep two perspective views open, one with sub-ds visable and one with polygons visable.
more work than I think its worth though
playmesumch00ns
05-13-2003, 05:28 PM
Originally posted by Rich Suchy
Sounds like a nifty script. :thumbsup:
Never said they were polygons... suggested that you could get a quick idea of how resultant sub-d would look while working in polygons and without inadvertantly ending up with extra invisable nodes to clean up. :)
I prefer to set it to uniform tesselation, for rendering.
Also when I refered to levels of tweeking, I meant increasing detail on the surface... you know, level 1 vertices, level 2 vertices, etc. You can set how deep the renderer will notice those higher level heirarchical tweaks.
Wasn't having a dig at you mate:) I think I was replying to Rock - can't remember now, 'twas just general infos anyway, not meaning to correct anyone in particular:)
RichSuchy
05-13-2003, 05:40 PM
Originally posted by playmesumch00ns
Wasn't having a dig at you mate:) I think I was replying to Rock - can't remember now, 'twas just general infos anyway, not meaning to correct anyone in particular:)
Oh, My mistake then ;)
I was more worried, my tired and hasty writing was misconstrued.
Nemoid
05-13-2003, 06:00 PM
Originally posted by Rich Suchy
you can alwqays keep two perspective views open, one with sub-ds visable and one with polygons visable.
more work than I think its worth though
That's a nice tip!!!
hey , i have a question i made,about Maya's sub-D
but i rally don't understand till now.
when i refine some face,and i move them,
Maya subdividesalso regions near to those faces.
is there a way to control that easily?
i'm used to Lw sub-d wich doesn't make this kinda thing.
Thanx
RichSuchy
05-13-2003, 06:28 PM
Originally posted by Nemoid
That's a nice tip!!!
hey , i have a question i made,about Maya's sub-D
but i rally don't understand till now.
when i refine some face,and i move them,
Maya subdividesalso regions near to those faces.
is there a way to control that easily?
i'm used to Lw sub-d wich doesn't make this kinda thing.
Thanx
I generally model for even subdivision... no level two tweeks... however I believe there is an option to kull all those >1 level non-adjusted verts.
Nemoid
05-14-2003, 10:14 PM
Originally posted by Rich Suchy
I generally model for even subdivision... no level two tweeks... however I believe there is an option to kull all those >1 level non-adjusted verts.
yap, that's the way i model in Lw! and i like so much.
i hate allthose unwanted verts. i'll search that option!!
i was just trying these hierarchical Maya sub-ds
but i have to say that i have alot to
understand...
:rolleyes:
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