mesh resolution vs subdivision?

playing with my new Ninive.
her base resolution is set to high. and subdivision set to 1.
what is the difference between the mesh resolution setting and the subdivision?
i set her mesh resolution to base, she rendered faster but i could see the vert points in her shoulders.
Comments
you pretty much answered your own question. the base mesh has no smoothing so the surface will appear blocky.
Just want to add that when you load G2F or G2M then the default mesh resolution is High, and the subdivision is 1, so there is nothing different about this new character in that regard.
but, it seems redundant.
Genesis 2 is actually lower resolution than the Gen 4 figures (this is even more true for Genesis 1), and so maybe DAZ thought the default figure on load looked smoother when loaded at one level of subdivision.
Think of the base/high resolution as an on/off switch for subdivision on the figure.
I think it had to do with how 3delight handled subdivision actually. Before the most recent iteration of Studio there wasn't the render subD settings. For renders provided the figure had subD it was subdivided as much as possible (I think there was somewhere in the settings you could cap it). If you had subdivided a figure the only way to render it un-subdivided was to set it to base resolution, which I found very useful for quick test renders. Now if 3delight does now use the render subD slider that was introduced then it has become a bit redundant, but I haven't tested that.
Not only that, but how MorphLoader works....the mesh needs to be at Base for MorphLoader to accept the morphs.
Yup, totally forgot about exporting objects to morph, always export at base resolution, otherwise you'll be sad. Thankfully Ive never been quite unobservant to not notice the mesh is too dense when morphing, Because I have definitely forgotten to export things at base resolution.
mesh resolution trumps subdivision ahhzo
Mesh Resolution switches SubD on and off. Remember that 3Delight doesn't use the SubD level, it always goes to the limit state - Iray and the preview do use the SubD level/Render level (as do Reality/Luxus and, I believe, Octane).
? setting Victoria 3 to subd 4 doesn't help her in 3de renders, hard to tell with the Jartnia character :)
3Delight uses the Render SubD as the minimum SubD for the figure/object, and still uses the same algorithm to determine how much SubD to actually use above that amount, this is calculated dynamically at render time.
Mesh Resolution switches SubD on and off. Remember that 3Delight doesn't use the SubD level, it always goes to the limit state - Iray and the preview do use the SubD level/Render level (as do Reality/Luxus and, I believe, Octane).The current iterations, which have all been built since before 4.8, of Luxus, Reality and Octane use the Viewport SubD level, not the Render SubD level since they are, effectively, exporters.
Meshes with lots of polygons, like Victoria 3, don't need SubD. To get an idea of what SubD does add a cube primitive and apply SubD to it (Edit / Object / Geometry / Convert to SubD). Switch the DrawStyle to Wire Shaded, the pale lines on the cube represent the new edges created by the SubD level and each level quadruples the number of polygons. In most cases you would never want to go above two levels of subdivision (although the HD morphs need three levels to be seen in preview).
Subdivision is just for smoothing meshes, it adds no detail; you're only increasing your render time due to the increase in polygons. Higher poly meshes do not need subdivision.
Mesh Resolution switches SubD on and off. Remember that 3Delight doesn't use the SubD level, it always goes to the limit state - Iray and the preview do use the SubD level/Render level (as do Reality/Luxus and, I believe, Octane).
And Cycles...but I think it's just exported at whatever level it's at and if you want more you'll need to add it in Blender (Casual's Blender export script).
Subdivision is just for smoothing meshes, it adds no detail; you're only increasing your render time due to the increase in polygons. Higher poly meshes do not need subdivision.
trying to smooth her trouble spots without distorting texture detail.
i didn't know about the edit, object, Geometry , Convert to SubD
trying to smooth her trouble spots without distorting texture detail.
i didn't know about the edit, object, Geometry , Convert to SubD
Probably makes more sense to use an actual modelling tool to fix rather than add all those polys.