SubdivisionΒΆ

Any mesh in Guerilla can be subdivided. The mesh can be smooth or not using the CatmullClark subdivision algorithm.

The displacement is done on the subdivided geometry. Subdividing a mesh without smooth is useful to displace a non-smoothed mesh.

Subdivision Level

Subdivision level used in the ray tracer for this object.

The subdivision level set to 0, 1 and 2

RaytraceSubdivLevel

Smooth

Subdivide the shape using the Catmull-Clark subdivision model. If false, subdivide the mesh but don't move the vertices (for non-smoothed displaced objects).

Subdiv

Boundary Rules

Control the subdivision of the shape boundaries.

  • Crease All : The boundaries are smoothed. The corners are kept.
  • Crease All Maya : A maya Crease All compatibility mode. Same as Crease All, but the corners texture coordinates are smoothed (use Crease All if this mode does not produce the expected result.)
  • Crease Edges : The boundaries and the corners are smoothed.
  • Keep Borders : The boundaries are not smoothed.
The boundary rules set to Crease All, Crease All Maya, Crease Edges and Keep Borders

SubdivBoundaryRules

Hard Edge Rules

Control the subdivision of the hard edges. The hard edges are available only in the Guerilla cache files, not in Alembic or other formats.

  • Smooth : The hard edges are ignored.
  • Crease : The hard edges are smoothed like boundaries.
  • Hard : The hard edges are not smoothed.

SubdivHardEdgeRules

Smooth ST

Subdivide the texture coordinates using the Catmull-Clark subdivision model (if Smooth is enabled).

Smooth ST set to ON and OFF

SubdivSmoothST

Keep Map Borders

Don't smooth the texture coordinate borders which are inside the mesh.

Keep Map Borders set to ON and OFF

SubdivKeepMapBorders

Compute Normals

If true, compute the normals after the smooth. If false, smooth the original normals. If you are smoothing a model including specific normals (like SpeedTree branches), turn this off.

Compute Normals set to ON and OFF

ComputeNormals