Cheers Steven, i'll definitely consider checking it out, might there be a
particular reason that Soft edge creasing is not supported ?


On 13 April 2014 19:35, Steven Caron <[email protected]> wrote:

> 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.
>>
>
>

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