[Sidefx-houdini-list] Anisotropic work around?
peter at basecampvfx.com
Mon Feb 20 10:30:20 EST 2006
Thank you for your explanation. The problem for me however, is that UV texturing slides when using the option to subd in the renderer. If I instead render with a subd sop, the uv's behave correctly. Is there something I should tick to not get this behaviour?
_____ Original message _____
Subject: Re: [Sidefx-houdini-list] Anisotropic work around?
Author: Robert Magee <rmagee at sidefx.com>
Date: 20th February 2006 10:49:19
Peter Riel wrote:
>Another issue for me is also why the rendered output from a subdivide sop, and
>a polygonal model with 'Polygons as Subdivision Surfaces' turned on in the
>render tab has different output. But that's another story...
>Anyway.... back to banging my head against the wall... wohoo ;)
When you use a subdivide SOP you are simply making more polygons. You
are tesselating the model without achieving real subdivision surface
rendering. The "Polygons as Subdivision Surfaces" render option actually
treats the model like a subdivision surface and renders it with Mantra's
micropolygon rendering (no triangles - no tesselation necessary). The
goal of the subdivide SOP is to add detail to your model or to preview
what the "Polygons as Subdivision Surfaces" render option does. In the
second case you would set the display flag on the subdivide SOP but the
render flag on the SOP just in front of the subdivide. (since the
subdivide SOP isn't needed to get the right results.
Product Marketing Manager
Side Effects Software Inc.
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