modeling tips.pdf

4
3.0.2 User Docs API Docs Release Notes Forum GITHUB Modeling Tips Topology Use Fewer Spans Avoid High Valence vertices EdgeLoop Transitions Practical Topology Primer Triangles and NGons SemiSharp Creases Use crease sets Additional Resources The following sections describe common techniques specific to modeling with subdivision surfaces. Note The following information contains techniques specific to the CatmullClark subdivision scheme. Some elements need to be adjusted for Loop surfaces. Topology Wellconstructed subdivision meshes have several important properties: They consist primarily of quad faces They contain few extraordinary vertices They efficiently describe the intended shape They are topologically manifold Use Fewer Spans While polygon models need to use a large number of spans to approximate smooth curved surfaces, subdivision models require significantly fewer control points. In most situations, 6 spans are enough to create accurate circular shapes, and 4 is often enough to approximate background objects. Avoid High Valence vertices A high valence vertex is a vertex connected to more than 4 adjacent edges. High valence vertices cause several problems when subdivided: The CatmullClark scheme can produce "wavy" surfaces when a revolution vertex is surrounded by triangles (see here ): High valence vertices incur fairly large performance hits Currently, OpenSubdiv has a hard constraint imposed by GPU shaders on the maximum valence of a vertex (~27 on current hardware) Instead, here are some topological strategies to cap revolution shapes:

Upload: anonymous-cqocxn

Post on 22-Jan-2016

221 views

Category:

Documents


0 download

TRANSCRIPT

Page 1: Modeling Tips.pdf

3.0.2 User Docs API Docs Release Notes Forum GITHUB

Modeling Tips

TopologyUse Fewer SpansAvoid High Valence verticesEdge­Loop TransitionsPractical Topology PrimerTriangles and N­Gons

Semi­Sharp CreasesUse crease sets

Additional Resources

The following sections describe common techniques specific to modeling with subdivision surfaces.

Note

The following information contains techniques specific to the Catmull­Clark subdivision scheme. Someelements need to be adjusted for Loop surfaces.

TopologyWell­constructed subdivision meshes have several important properties:

They consist primarily of quad facesThey contain few extraordinary verticesThey efficiently describe the intended shapeThey are topologically manifold

Use Fewer SpansWhile polygon models need to use a large number of spans to approximate smooth curved surfaces, subdivision models requiresignificantly fewer control points.

In most situations, 6 spans are enough to create accurate circular shapes, and 4 is often enough to approximate background objects.

Avoid High Valence verticesA high valence vertex is a vertex connected to more than 4 adjacent edges.

High valence vertices cause several problems when subdivided:

The Catmull­Clark scheme can produce "wavy" surfaces when a revolution vertex is surrounded by triangles (seehere):

High valence vertices incur fairly large performance hits

Currently, OpenSubdiv has a hard constraint imposed by GPU shaders on the maximum valence of a vertex(~27 on current hardware)

Instead, here are some topological strategies to cap revolution shapes:

Page 2: Modeling Tips.pdf

  SEARCH

IntroductionLicenseGetting StartedContributingBuilding OpenSubdivCode ExamplesRoadmapReferences

Release 3.0OverviewPorting Guide: 2.0 to 3.0Subdivision Compatibility

Subdivision SurfacesIntroductionTopologyUniformFeature AdaptiveBoundary InterpolationFace­Varying InterpolationSemi­Sharp CreasesModeling Tips

OpenSubdiv User GuideAPI OverviewSdcVtrFar

Topology RefinerTopology Refiner FactoryPrimvar RefinerPatch TableStencil Table

OsdShader Interface

Tutorials

Historical But RelevantHbr

Using HbrHierarchical Edits

Additional ResourcesForumLinksVideos

Release Notes

Doxygen

Note that all these cylinders use only quad faces, and all the vertices in the caps have a valence of 4 (except the bottom left example)

Edge­Loop TransitionsIt is often necessary to vary the density of control vertices over the surface mesh: areas around the fingers of a hand require moreCVs than the comparatively simpler region around the palm. It is important to handle the topology around these transitions efficiently.

One strategy is to use extraordinary vertices, such as this example, using a valence 5 vertex to expand 3 edge loops into 5.

Practical Topology PrimerSome real­world examples showing how to produce detailed shapes with sparse topology, few extraordinary vertices, and no high­valence revolution poles.

Triangles and N­GonsUsed sparsely, non­quads can be very useful to gather 3 or more diverging edge­loops. These are often encountered in highlydeforming areas with curvature saddle­points (ex: arm­torso connection). The strategic placement of a pentagon in one of these criticalspots ensures that the surface remains smooth, while allowing for complex topology to flow around.

Page 3: Modeling Tips.pdf

Semi­Sharp CreasesSemi­sharp creases can be a very powerful tool for hard­surface modeling.

Both edges and vertices can be tagged with a sharpness value.Crease sharpness values range from 0 (smooth) to 10 (infinitely sharp)It is generally cheaper to use creases whenever possible, instead of adding extra edges/edge­loops. However...Creases introduce extra computation costs that are proportional to the sharpness value. So...Sharpness values above 5 should rarely be needed.

The following sections introduce some techniques to best leverage them.

Use crease setsComplex hard­surface models (giant robots, vehicles, buildings...) are likely to tag large number of edges : it is extremely useful toorganize these edges/edge loops into logical sets with descriptive names. Edges or vertices in a crease set group all share the samesharpness value.

If you are modeling with Maya, the CreaseSetEditor implements this type of workflow. Additionally, for debugging purposes, it is oftenvery helpful if the name of a set contains the sharpness value (ex: topDeck_2).

Besides authoring convenience, one of the benefits of having many edge­loops share identical sharpness values is that it enables verypowerful performance optimizations within the feature adaptive algorithm (faster renders & less memory).

Additional ResourcesAn excellent short tutorial from the Guerrilla CG Project that illustrates many of the common pitfalls of subdivision modeling, and thestrategies to overcome them:

Page 4: Modeling Tips.pdf

User Docs API Docs Release Notes Forum

Subdivision Surfaces: Artifacts

Ivo Kos, Modelling Technical Director at Pixar Animation Studios, shows some of the modeling techniques he uses when modelingprops and architecture sets for feature films.

Why Model with Subdivs? By Ivofrom Pixar Graphics   PLUS

07:23

Generated on: 2015­08­14 17:39 UTC.