staticMObjecta_vertBoundaryMethod;// Controls how boundary edges and vertices are interpolated. <ul> <li>Smooth, Edges: Renderman: InterpolateBoundaryEdgeOnly</li> <li>Smooth, Edges and Corners: Renderman: InterpolateBoundaryEdgeAndCorner</li> </ul>
staticMObjecta_fvarBoundaryMethod;// Controls how boundaries are treated for face-varying data (UVs and Vertex Colors). <ul> <li>Bi-linear (None): Renderman: InterpolateBoundaryNone</li> <li>Smooth, (Edge Only): Renderman: InterpolateBoundaryEdgeOnly</li> <li>Smooth, (Edges and Corners: Renderman: InterpolateBoundaryEdgeAndCorner</li> <li>Smooth, (ZBrush and Maya "Smooth Internal Only"): Renderman: InterpolateBoundaryAlwaysSharp</li> </ul>
staticMObjecta_fvarPropagateCorners;//
staticMObjecta_smoothTriangles;// Apply a special subdivision rule be applied to all triangular faces that was empirically determined to make triangles subdivide more smoothly.
staticMObjecta_creaseMethod;// Controls how boundary edges and vertices are interpolated. <ul> <li>Normal</li> <li>Chaikin: Improves the appearance of multiedge creases with varying weight</li> </ul>