Reggie wrote:
I have absolutely no interest in letting you know of my experience with Renderman or anything else for that matter, unless you specifically request it. I only corrected your mistake, which does carry its own implications and complications, ESPECIALLY when it comes to ray-tracing. I still clearly stated that Renderman is the best renderer for anything animated, but there is no doubt that it is not optimized for still frames. I'm sorry you mis-interpreted my knowledge of Renderman as simply me boasting, but the good news is that now you know atleast one more thing than you did previously.
you are assuming I didn't know that shit before you said it for some reason

. Because I used the term 'natively', only to mean it's 'setup free'?... when in fact it renders nurbs FASTER than regular polygons, it actually converts EVERYTHING into micro-polygons, even plain geometry. That Renderman renders everything as polygons argument is just BS since Curved surfaces and polygons get
the same treatment, get sliced into micro-polygons. Renderman was DESIGNED to render curved (yes, NURBS, parametric primitives as well), MORE efficiently than plain geometry. Renderman does NOT render anything as polygons (polygons =/= micro-polygons

) See I can get nitty-picky with the semantic side of things too, the result? idk, confusion? looking cool? a shiny new reply?
But, again, that was not the topic, nor is deciding what is better for stills or animation. You started that line of thought, which is not only off topic, but tried to make me look like a damn fool, and that kind of pisses me off... and I still haven't read your contribution to the topic, the TOPIC, is it convenient for Nurbs, or is it not! What are "the implications/complications" lol that from your point of view would arise from using Renderman, which was designed and optimized for curved surfaces, yes kid, curved surfaces, faster than polygons.
"PhotoRealistic RenderMan accepts and processes curved surfaces directly, and very efficiently. A single sphere primitive will render faster than 30 polygons approximating a sphere, and significantly faster than 1000 polygons approximating a sphere." * I should have used the term 'directly' instead of 'natively'