Join Aaron F. Ross for an in-depth discussion in this video Controlling render tessellation, part of Maya: Creating Fluid Effects (2013).
Sometimes when you render a Maya Ocean, especially if the camera is up close to…the ocean surface, you will see the polygon structure of the ocean.…You'll see a lot of straight lines and lack of detail.…I'm going to show you how to improve that.…Let's do a render of this Maya Ocean with just the default properties.…You can see here that it's looking kind of flat and the closer you get in, the more obvious it is, …say I dolly in right close here, do a render, you can see…here, especially when we're up close, it doesn't look so nice.…
You're seeing straight lines and things like that, and that's because the NURB…surface that makes up this ocean is being tessellated into polygonal triangles.…That's happening behind the scenes, so we don't see that.…But when it renders, we do see the end result of it, we see these little…pyramids and little structures up here that don't look liquid at all.…What we want to do is increase the render tessellation values in order to…selectively displace this more intelligently.…
AuthorAaron F. Ross
- Simulating convincing surfaces of water and other liquids
- Creating dynamic ripples with fluid pond and wake emitters
- Testing simulations with interactive playback
- Rendering water surfaces
- Controlling render tessellation
- Floating objects dynamically
- Rendering an underwater scene
Skill Level Intermediate
Maya Dynamics: Creating Simulations (2012)with Aaron F. Ross2h 11m Intermediate
Maya: Particle and Fire Effects (2011)with Aaron F. Ross3h 46m Intermediate
1. Fluid Pond Simulation
2. Open Ocean Effects
3. Rendering Underwater Scenes
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