Like many other i'm sure, i recently watched the Nvidia Pixar GPU
conference.

http://www.ustream.tv/recorded/45386636


It gave unprecedented incite into the Pixar workflow, now there was a lot
of cool stuff on display, but what interested me in this instance, was
there methodology for creasing: indicating the hardness of an edge to the
rendrerer without having to add extra geometry to hold said information,
thus optimizing the polycount, and making life easier for modelers riggers
CPU and GPU's alike.

Creasing has always been a bit of a fuzzy area in my experience, rarely
have i seen it implemented or used in production, which is ironic given the
advantages it seems to offer.

Now most DCC's support it in the viewport, it is available in Maya Max
Softimage Modo, and will render in mental ray as a default. however during
last years trasition to arnold, when inquiering about creasing, i was told
by a shader artist that Arnold does not support Edge creasing which i found
perplexing.

(not sure if it was just Mtoa) Can anyone confirm this ?


Personally i think Edge creasing and even vertex creasing are great, i
can't imagine how frustrating it must be for a rigger to have to deal with
2 to 3 edge loops to control the creasing of a lip or eyelid during
blendshapes when the same result can be achieved by simply selecting 1 edge
and indicating the crease angle.

Have any of the beta testers for Redshift come across this ?

I'm working on a character at the moment, and i'd like to know if i should
put in the extra detail or add creasing, given i might not be the one to
rig it.

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