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target="_blank">Doxygen</a></li> </ul> </div> <br> </div> <div class="document" id="modeling-tips"> <h1 class="title">Modeling Tips</h1> <div id="mainContentContainer"> <div class="fullWidth headerColor"> <div class="center"> <div id="mainSiteNavigation"> <div class="homeRenderManLink"> <a href="http://graphics.pixar.com/opensubdiv/index.html"><img alt="OpenSubdiv Logo" src="images/opensubdiv_logo_header.png"></a> </div> <!-- TOP NAVIGATION MENU --> <ul class="creatorMainNav floatLeft" id="menu"> <li class="creatorMainNav"> <a href="release_notes.html">3.5.1</a> </li> </ul> <ul class="creatorMainNav floatNav" id="menu"> <li class="mainSubNavigation marginR12 marginL12" id="navbarId-23704"> <a href="intro.html">User Docs</a> </li> <li class="mainSubNavigation marginR12 marginL12" id="navbarId-23887"> <a href="doxy_html/index.html">API Docs</a> </li> <li class="mainSubNavigation marginR12 marginL12" id="navbarId-23944"> <a href="release_notes.html">Release Notes</a> </li> <li class="mainSubNavigation marginR15 marginL12" id="navbarId-23703"> <a href="http://graphics.pixar.com/opensubdiv/forum.html">Forum</a> </li> <a class="blueButton marginR0 marginL0" style="width:70px" href="https://github.com/PixarAnimationStudios/OpenSubdiv">Github</a> </ul> </div><!-- close mainSiteNavigation --> </div><!-- close center --> </div><!-- close fullWidth --> <div class="clearBoth"></div> <h1 class="articleContentTitle">Modeling Tips</h1> <div class="clearBoth"></div> <hr> <div class="clearBoth"></div> <div class="coursewareBackground"> <!-- <div class="topicLeftData-IntroPara"></div> --> <div class="topicLeftData-MainData"> <div class="contents local topic" id="contents"> <ul class="simple"> <li><a class="reference internal" href="#topology" id="toc-entry-1">Topology</a><ul> <li><a class="reference internal" href="#use-fewer-spans" id="toc-entry-2">Use Fewer Spans</a></li> <li><a class="reference internal" href="#avoid-high-valence-vertices" id="toc-entry-3">Avoid High Valence vertices</a></li> <li><a class="reference internal" href="#edge-loop-transitions" id="toc-entry-4">Edge-Loop Transitions</a></li> <li><a class="reference internal" href="#practical-topology-primer" id="toc-entry-5">Practical Topology Primer</a></li> <li><a class="reference internal" href="#triangles-and-n-gons" id="toc-entry-6">Triangles and N-Gons</a></li> </ul> </li> <li><a class="reference internal" href="#semi-sharp-creases" id="toc-entry-7">Semi-Sharp Creases</a><ul> <li><a class="reference internal" href="#use-crease-sets" id="toc-entry-8">Use crease sets</a></li> </ul> </li> <li><a class="reference internal" href="#additional-resources" id="toc-entry-9">Additional Resources</a></li> </ul> </div> <hr class="docutils" /> <p>The following sections describe common techniques specific to modeling with subdivision surfaces.</p> <div class="notebox docutils container"> <p><strong>Note</strong></p> <p>The following information contains techniques specific to the Catmull-Clark subdivision scheme. Some elements need to be adjusted for Loop surfaces.</p> </div> <hr class="docutils" /> <div class="section" id="topology"> <h3>Topology</h3> <p>Well-constructed subdivision meshes have several important properties:</p> <blockquote> <ul class="simple"> <li>They consist primarily of regular faces (quads for Catmull-Clark, tris for Loop)</li> <li>They contain few extraordinary vertices</li> <li>They efficiently describe the intended shape</li> <li>They are topologically <a class="reference external" href="subdivision_surfaces.html#non-manifold-topology">manifold</a></li> </ul> </blockquote> <hr class="docutils" /> <div class="section" id="use-fewer-spans"> <h4>Use Fewer Spans</h4> <p>While polygon models need to use a large number of spans to approximate smooth curved surfaces, subdivision models require significantly fewer control points.</p> <p>In most situations, 6 spans are enough to create accurate circular shapes, and 4 is often enough to approximate background objects.</p> <a class="reference external image-reference" href="images/mod_notes.0.png"><img alt="images/mod_notes.0.png" class="align-center" src="images/mod_notes.0.png" /></a> </div> <hr class="docutils" /> <div class="section" id="avoid-high-valence-vertices"> <h4>Avoid High Valence vertices</h4> <p>A high valence vertex is a vertex connected to more than 4 adjacent edges.</p> <p>High valence vertices cause several problems when subdivided:</p> <blockquote> <ul> <li><p class="first">The Catmull-Clark scheme can produce "wavy" surfaces when a revolution vertex is surrounded by triangles (see <a class="reference external" href="subdivision_surfaces.html#triangle-subdivision-rule">here</a>):</p> <a class="reference external image-reference" href="images/mod_notes.2.png"><img alt="images/mod_notes.2.png" class="align-center" src="images/mod_notes.2.png" style="width: 150px;" /></a> </li> <li><p class="first">High valence vertices incur fairly large performance hits</p> </li> <li><p class="first">Currently, OpenSubdiv has a hard constraint imposed by GPU shaders on the maximum valence of a vertex (~27 on current hardware)</p> </li> </ul> </blockquote> <p>Instead, here are some topological strategies to cap revolution shapes:</p> <a class="reference external image-reference" href="images/mod_notes.1.png"><img alt="images/mod_notes.1.png" class="align-center" src="images/mod_notes.1.png" /></a> <p>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)</p> </div> <hr class="docutils" /> <div class="section" id="edge-loop-transitions"> <h4>Edge-Loop Transitions</h4> <p>It is often necessary to vary the density of control vertices over the surface mesh: areas around the fingers of a hand require more CVs than the comparatively simpler region around the palm. It is important to handle the topology around these transitions efficiently.</p> <p>One strategy is to use extraordinary vertices, such as this example, using a valence 5 vertex to expand 3 edge loops into 5.</p> <a class="reference external image-reference" href="images/edge_loops.png"><img alt="images/edge_loops.png" class="align-center" src="images/edge_loops.png" style="width: 400px;" /></a> </div> <hr class="docutils" /> <div class="section" id="practical-topology-primer"> <h4>Practical Topology Primer</h4> <p>Some real-world examples showing how to produce detailed shapes with sparse topology, few extraordinary vertices, and no high-valence revolution poles.</p> <a class="reference external image-reference" href="images/mod_notes.3.png"><img alt="images/mod_notes.3.png" class="align-center" src="images/mod_notes.3.png" style="width: 400px;" /></a> <a class="reference external image-reference" href="images/mod_notes.4.jpg"><img alt="images/mod_notes.4.jpg" class="align-center" src="images/mod_notes.4.jpg" style="width: 400px;" /></a> </div> <hr class="docutils" /> <div class="section" id="triangles-and-n-gons"> <h4>Triangles and N-Gons</h4> <p>Used sparsely, non-quads can be very useful to gather 3 or more diverging edge-loops. These are often encountered in highly deforming areas with curvature saddle-points (ex: arm-torso connection). The strategic placement of a pentagon in one of these critical spots ensures that the surface remains smooth, while allowing for complex topology to flow around.</p> <a class="reference external image-reference" href="images/mod_notes.5.png"><img alt="images/mod_notes.5.png" class="align-center" src="images/mod_notes.5.png" /></a> </div> </div> <hr class="docutils" /> <div class="section" id="semi-sharp-creases"> <h3>Semi-Sharp Creases</h3> <p>Semi-sharp creases can be a very powerful tool for hard-surface modeling.</p> <blockquote> <ul class="simple"> <li>Both edges and vertices can be tagged with a sharpness value.</li> <li>Crease sharpness values range from 0 (smooth) to 10 (infinitely sharp)</li> <li>It is generally cheaper to use creases whenever possible, instead of adding extra edges/edge-loops. However...</li> <li>Creases introduce extra computation costs that are proportional to the sharpness value. So...</li> <li>Sharpness values above 5 should rarely be needed.</li> </ul> </blockquote> <p>The following sections introduce some techniques to best leverage them.</p> <div class="section" id="use-crease-sets"> <h4>Use crease sets</h4> <p>Complex hard-surface models (giant robots, vehicles, buildings...) are likely to tag large number of edges : it is extremely useful to organize these edges/edge loops into logical sets with descriptive names. Edges or vertices in a crease set group all share the same sharpness value.</p> <p>If you are modeling with Maya, the CreaseSetEditor implements this type of workflow. Additionally, for debugging purposes, it is often very helpful if the name of a set contains the sharpness value (ex: topDeck_2).</p> <a class="reference external image-reference" href="images/crease_editor.png"><img alt="images/crease_editor.png" class="align-center" src="images/crease_editor.png" /></a> <p>Besides authoring convenience, one of the benefits of having many edge-loops share identical sharpness values is that it enables very powerful performance optimizations within the feature adaptive algorithm (faster renders & less memory).</p> </div> </div> <hr class="docutils" /> <div class="section" id="additional-resources"> <h3>Additional Resources</h3> <p>An excellent short tutorial from the Guerrilla CG Project that illustrates many of the common pitfalls of subdivision modeling, and the strategies to overcome them:</p> <a class="reference external image-reference" href="https://www.youtube.com/embed/k_S1INdEmdI"><img alt="https://graphics.pixar.com/opensubdiv/videothumbnails/subdiv_topology_guerrillacg.png" class="align-center" src="https://graphics.pixar.com/opensubdiv/videothumbnails/subdiv_topology_guerrillacg.png" style="width: 75%;" /></a> <hr class="docutils" /> <p>Ivo Kos, Modelling Technical Director at Pixar Animation Studios, shows some of the modeling techniques he uses when modeling props and architecture sets for feature films.</p> <a class="reference external image-reference" href="https://player.vimeo.com/video/70600180"><img alt="https://graphics.pixar.com/opensubdiv/videothumbnails/subdiv_modeling_pixar2013.png" class="align-center" src="https://graphics.pixar.com/opensubdiv/videothumbnails/subdiv_modeling_pixar2013.png" style="width: 75%;" /></a> </div> </div> <div class="footer"> <hr class="footer" /> Generated on: 2023-09-06 15:35 UTC. </div> </body> </html> </div><!-- close topicLeftData-MainData --> </div><!-- close coursewareBackground --> </div> <!-- close mainContentContainer --> </div> <!-- close center --> <!-- BOTTOM NAVIGATION MENU --> <ul class="creatorFooterNav"> <li class="" id="navbarId-23704"> <a href="intro.html">User Docs</a> </li> <li class="" id="navbarId-23887"> <a href="doxy_html/index.html">API Docs</a> </li> <li class="" id="navbarId-23944"> <a href="release_notes.html">Release Notes</a> </li> <li class="" id="navbarId-23703"> <a href="http://graphics.pixar.com/opensubdiv/forum.html">Forum</a> </li> </ul><!-- end bottom navigation menu --> <div class="clearBoth"></div> <div class="center"> <div class="copyrightFooter"> TM & © 1986 - 2017 PIXAR. 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