onimusha opened this issue on Mar 12, 2012 ยท 137 posts
DustRider posted Tue, 13 March 2012 at 7:33 PM
The main problem with smoothing as implemented in Poser is that it is not geometry based, so any other processes that rely on geometry don't work properly or look right. CC subd creates the geometry "on the fly" - it will have the same advantages in GPU rendering as it does in CPU rendering. It's also not just simple tesselation, conceptually for mental visualization, think of it more as a tension spline interpolation of the mesh surface in multiple directions (yes, I know this isn't mathmatically how it is handled, but the visual results are similar - though tension splining would result in less defined details).
Anyone who has done modeling using a lowres base mesh with "smoothing" turned on will understand the advantages of dynamic subdivision for modeling. Without CC subd, all of the 3D cgi block busters we have all seen would have taken much much longer to produce. Increased verticies means increased production time, not only the time to render, but more importantly in the time invested in rigging, creating morphs, and animating the figures.
CC subd has been as standard in the 3D industry for many many years. In fact, people on this forum began requesting that it be integrated into Poser back at P4. Posers curent method for smothing figures needs to be improved, nothing new or different there. CC subd is a proven method used in many applications already. SM doesn't have to use it, there are other algorithms that work well also, but if they want to move forward and provide us with better tools that are used in the "pro" apps, it does need to happen.
Just my 2 cents, worth about .002 cents with inflation.
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