arnold supports 'hard creases' but not 'soft creases' (weighted crease)...
download it and test it yourself.


On Sun, Apr 13, 2014 at 11:29 AM, Sebastien Sterling <
[email protected]> wrote:

> 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.
>

Reply via email to