Learn how to smooth a mesh at render time.
- [Instructor] Arnold can apply subdivision surface smoothing to a mesh at render time in order to smooth out jagged geometries such as on this tablecloth. In order to visualize that, we've assigned a utility map to the material, let's go ahead and do an active shade render of that. We can see that it's tesselated into triangles even though the 3D max mesh is all quads and because of that, the subdivision surface smoothing will be performed on triangles, so if you need subdivision on quads, then you'll need to use a different method for subdivision surface smoothing.
Select the tablecloth and in order to smooth at render time with Arnold, we'll apply a modifier, so go to the modify panel, and the modifier list, choose Arnold properties, open up the subdivision section, and turn on the enable switch. If we want, we can play around with the parameters, mainly just increase the iterations up to two and that should be plenty smooth for a close-up.
The adaptive mode down here looks promising but unfortunately, it doesn't really accomplish very much and it's disabled by default. If the error field is set to zero, then adaptive is turned off and the subdivision surface will be applied equally to the entire object. That's our subdivision surface at render time. Let's reassign the tablecloth material. Go back to the material editor, and I've got the tablecloth material here in the view, just drag it to output onto the tablecloth in the view port.
With two iterations of smoothing at render time we still have a little bit of a jagged edge or sort of a noisy edge there, but certainly a lot better than what we see here in the view port. That's how to apply subdivision surface smoothing with the Arnold properties modifier.
- Arnold rendering concepts
- Arnold lights such as quad, spot, and distant
- Modifying Arnold object properties
- Filtering light with the gobo filter modifier
- Image-based lighting with Skydome
- Daylight simulation with Physical Sky
- Arnold Standard Surface material parameters
- Diffuse, opacity, and bump mapping
- Rendering refractions with Transmission
- Building an Arnold shading network
- Test rendering with utility map
- Mesh subdivision and displacement at render time
- Atmospheric perspective with scene environment fog
- Rendering a spherical environment with VR Camera