what most are missing is that just subdividing polygons and using actual surfaces for subdivision are completely different beasts.
ambient-whisper, I can’t help but scratch my head after reading what you said. If you’re speaking in Maya lingo, a “surface” is NURBS. But to the rest of the world when you say “subdivision” we’re thinking hard polygons.
its not just maya lingo.
you can spot true subd surfaces outside of maya too. like in realsoft3d, houdini, renderman, etc.
And when you say “zoom in and you will see faceting” that has nothing to do with the way the polygons are divided, that is solely based on how it is shaded. I can take 2 polygons and put them perpendicular to each other and make a 90 degree angle. The crease would be very obvious. But if I tweak the smoothing angle, it would appear to be smoother than a hard crease. The OpenGL shading can also be passed along to the renderer. That is why when you enable smooth shading, and then render a subD mesh, it appears smooth without any faceting.
its not a shading method. im not talking about faceting because the normals arent smoothed. im talking about the borders of any object. look at the silhouette of any standard subdivided object. you will see the edges around it. it will not be perfectly smooth, no matter how many times you divide the object. zoom in far enough and you will see the difference. thats always been one shortcomming to just subdividing polygons and giving a static result. the data sets get really large, and cant adapt to how far you zoomed in.
take the difference between standard displacement rendering in most renderers…, and the algorythms that renderman uses to render its displacements ontop of true subdivision surfaces.
with true surfaces, zoom in really really close, and the result will be just as smooth as when you were far away.the object gets diced to pixel big polygons and is still rendered extremely fast, with little memory usage.
standard polygon divisions are static, and require you to manually subdivide the object to get it smooth enough for closeups. the downside of this is that your computer might not be able to handle the amount of geometry being thrown around for those closeups. thats why having true subdivision surfaces helps, because they will get diced infinitely, and very efficiently, so you never have to see those ugly edges around the silhouettes of models.
In every app that I’ve seen advertise sub division modeling tools, it’s hard polygons tesselated X number of times using various algorithms, Catmull-Clarke being one of the popular ones. Lightwave does NOT have sub division modeling. LW uses sub patches. Modo is here to fix that, and give us real sub division.
and that works fine for most modelling. giving us an approximization is more than enough while working, but when rendering out for film, standard subdivisions arent enough. the polygon counts of large smoothing iterations can leave little room to do anything else( like give you the ability to store large textures… ) , and they dont render displacements as acurately. thats why having an efficient way to render subdivisions is nice. you can model to your hearts content, the surface will be rendered perfectly smooth, and will still give you tons of ram to work with for high resolution textures, etc.
so anyway. i guess what im saying is that even though modo might not have surfaces that are infinitely smooth, its ok, because we dont need it for modelling work anyway…( unless its really accurate engineering work ) .but it doesnt have the great subd surfaces that can be found elsewhere, which are great for rendering.
as for your modo comment. modo doesnt really do anything new in terms of subdivisions.sure its a step above the limits that LW had, but its nothing really new in terms of modelling, when comparing to other applications.