Learn how to apply OpenSubdiv Catmull-Clark smoothing.
- [Instructor] Subdividing a mesh at rendered time…is fast and easy in Arnold.…I've got a scene here in which…a texture deformer is displacing…a very simple polygon mesh to create a terrain.…I'll select that terrain,…and in its attributes, we've got the mesh node,…but let's investigate some of the other nodes.…Use the arrow to go over to the right…until you get to "textureDeformer1."…Select that.…And this is what's applying the displacement.…
We can play with the strength here.…Set that back to its value of 1000,…and back in the tabs,…go over to the right a little bit more,…and you'll get to "terrainDeformPolyPlane."…Select that,…and here's where we can set the level of detail…for the mesh.…It's set to only 32 subdivisions in width and height.…Of course, I can increase these values,…and we'll get better level of detail on the terrain,…but in order to get it nice and smooth,…we'd need to increase these values up so high…that interactivity in the viewports would be impaired.…
I'll just set these subdivisions,…width and height, back to 32 and 32.…
AuthorAaron F. Ross
- Arnold rendering concepts
- Lighting with Maya and Arnold lights
- Controlling exposure
- Filtering light with Barndoor and Gobo
- Light attenuation with decay
- Image-based lighting with SkyDome
- Exterior daylight with Physical Sky
- Arnold standard material attributes
- Mapping material attributes
- Rendering refractions
- Mesh subdivision and displacement at render time
- Shading effects such as ambient occlusion and vertex color
- Camera effects such as fisheye and depth of field
- Animation image sequence rendering
Skill Level Intermediate
Rendering refraction4m 56s
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