OpenSubDiv surfaces?

3D Studio Max Plugin (Export Script Plugins developed by [gk] and KilaD; Integrated Plugin developed by Karba)
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Chris
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Location: Norway

How does this feature work in 3ds Max? Thanks.
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Rico_uk
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I'd also like to find out, I haven't found any clues yet, but I'll keep searching!
Synce
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I'd like to know too please.
Does it works like in RenderMan? An relative amount of subdivision depends on the distance of the camera?
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Karba
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I didn't implement it yet.

Not sure, how it suppose to looks like.
It can be a modifier.

Why do you think it is better than just regular mesh/turbo smooth?
Rico_uk
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I had thought that Open Subdivs would be better than turbosmooth because it seems that it is something you can control at render time. Also turbosmooth needs to be subdividing the mesh in the viewport, which makes the viewport slow. I had thought Open Subdivs made it possible to open the Octane render window and then subdivide at render time. Perhaps it could be on the objects properties, or as you say a modifier.
Dom74
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I have made a test, it seems that the refresh for octane viewport dont update the turbosmooth render iterations,
if you change the number of iterations, you must close and re-open the viewport to see the changes.
Win7 x64 - 3DSMAX 2019 - 32GB RAM - 1080 TI
Synce
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Yes a modifier is the best solution I think. With the number of iterations, the subdiv schemes, and an option to see it in the viewport, or only during render.

I use RenderMan, and there is something great about the subdivion, it is the adaptive feature.
http://graphics.pixar.com/opensubdiv/architecture.html

Basically, you put the modifier, and the renderer decide how much it subdivide your mesh. That way, you consume the right amount of memory, you don't waste it by subdividing a lot an object far away. Here is the doc :
https://github.com/PixarAnimationStudio ... erview.rst

It is very important for large renders, and essential in production.

https://www.youtube.com/watch?v=xFZazwvYc5o
MistAjuliax
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Hi all,
Opensubdiv modifier makes sense modifier, because it offers a better feedback when you animate, near to realtime whith High polymeshes. It uses gpu tesselation, that povides a smooth playback and others options like creasing edges etc...
Last edited by MistAjuliax on Mon Jun 16, 2014 3:49 pm, edited 1 time in total.
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Chris
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Location: Norway

+1 for OpenSubDiv modifier
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