Render SubD or SubD Displacement Lvl
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Do they accomplish the same thing? Or do they work in concert?
Seems like using the two together could get expensive really fast.
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Do they accomplish the same thing? Or do they work in concert?
Seems like using the two together could get expensive really fast.
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And on a related note... is it possible to set Render SubD level in Preset? If so.. what type of preset?
The surface setting just divides, it doesn't chnage the shape with smoothing. I would expect it to be stored in a Materials or Shader preset.
After experiment, the end result seems the same concering Render SubD and SubD Displacment Lvl. Which I think, is exactly what Richard was trying to tell me... I was just to dense to get it.
The Sub-D displacement level in the Iray shader only sub-d's the material zone that it is applied to not the whole model like regular sub-d does. The material setting should be less resource hungry in most cases where only a small section of the model needs to be displaced.
I believe that the shader division should apply to the whole model - that is what the developers have said. Apparently the whole model should be divided to the maximum of the Render SubD Level from Parameters and the surface SubD levels of the surfaces. If that really is correct setting the value high for one surface could produce a nasty surprise down the line even if it works for now.
I would not recommend setting it for individual surfaces, the results can be unpredictable.
Render Sub-D seems to work the best.
No it don't!
Surfaces start to bend uncontrollable.
Isn't that an image you have posted in another thread, where it was pointed out that the issue is a lack of resolution?
In any event, the main advantage of the surface setting is that it doesn't itself change the mesh shape while the object setting does smooth the item. But where the mesh resolution is very low in areas that take displacement there is going to be a limited amount that can be done without pushing the overall polygon count to an unacceptable height - which is unfortunate when the tendency in the past has been to keep polygon count low and rely on the very effective sub-polygon displacement in Firefly and 3Delight..