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. >

