Add content / fix typos to modeling tips ReST documentation

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manuelk 2015-01-15 12:03:35 -08:00
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@ -31,6 +31,21 @@ Modeling Tips
----
The following sections describe common techniques specific to modeling with
subdivision surfaces.
.. container:: notebox
**Note**
The following information contains techniques specific to the Catmull-Clark
subdivision scheme. Some elements need to be adjusted for Loop surfaces.
----
Topology
========
Well-constructed subdivision meshes have several important properties:
* They consist primarily of quad faces
@ -38,39 +53,40 @@ Well-constructed subdivision meshes have several important properties:
* They efficiently describe the intended shape
* They are topologically `manifold <subdivision_surfaces.html#manifold-geometry>`__
The following sections describe common techniques specific to modeling with
subdivision surfaces.
----
Use Fewer Spans
===============
+++++++++++++++
While polygon models need to use a large number of spans to approximate smooth
curved surfaces, subdivision models require significantly fewer control points.
In most situation, 6 spans is enough to create a circular shape and 4 is often
enough to approximate it for background objects.
In most situations, 6 spans are enough to create accurate circular shapes, and
4 is often enough to approximate background objects.
.. image:: images/mod_notes.0.png
:align: center
:target: images/mod_notes.0.png
----
Avoid High Valence vertices
===========================
+++++++++++++++++++++++++++
A high valence vertex is a vertex connected to more than 4 adjacent edges.
High valence vertices cause several problems when subdivided:
* OpenSubdiv has a hard constraint imposed by GPU shaders on the maximum
valence of a vertex (~27 on current hardware)
* High valence vertices incur fairly large performance hits
* The Catmull-Clark scheme can produce "wavy" surfaces when a revolution
vertex is surrounded by triangles (see `here <subdivision_surfaces.html#triangle-subdivision-rule>`__):
.. image:: images/mod_notes.2.png
:width: 200px
:align: center
:target: images/mod_notes.2.png
.. image:: images/mod_notes.2.png
:width: 150px
:align: center
:target: images/mod_notes.2.png
* High valence vertices incur fairly large performance hits
* Currently, OpenSubdiv has a hard constraint imposed by GPU shaders on the
maximum valence of a vertex (~27 on current hardware)
Instead, here are some topological strategies to cap revolution shapes:
@ -81,15 +97,17 @@ Instead, here are some topological strategies to cap revolution shapes:
Note that all these cylinders use only quad faces, and all the vertices in the
caps have a valence of 4 (except the bottom left example)
----
Edge-Loop Transitions
=====================
+++++++++++++++++++++
It is often necessary to vary the density of control vertices over the surface
mesh: areas around the fingers of a hand require more CVs than the comparitively
simpler region around the palm. It is important to handle the topology around
these transitions efficiently.
One strategy is to use extraordinary vertices, such as this example using a
One strategy is to use extraordinary vertices, such as this example, using a
valence 5 vertex to expand 3 edge loops into 5.
.. image:: images/edge_loops.png
@ -97,25 +115,28 @@ valence 5 vertex to expand 3 edge loops into 5.
:width: 400px
:target: images/edge_loops.png
As an alternatives to this pattern, it is possible to use triangles or pentagons
instead of extraordinary vertices.
----
Practical Topology Primer
=========================
+++++++++++++++++++++++++
Some real-world examples showing how to produce detailed shapes with sparse
topology, few extraordinary vertices, and no high-valence revolution poles.
.. image:: images/mod_notes.3.png
:align: center
:width: 400px
:target: images/mod_notes.3.png
.. image:: images/mod_notes.4.jpg
:align: center
:width: 400px
:target: images/mod_notes.4.jpg
----
Triangles and N-Gons
====================
++++++++++++++++++++
Used sparsely, non-quads can be very useful to gather 3 or more diverging
edge-loops. These are often encountered in highly deforming areas with curvature
@ -128,18 +149,20 @@ allowing for complex topology to flow around.
:target: images/mod_notes.5.png
----
Semi-Sharp Creases
==================
Semi-sharp creases can be a very powerful tool for hard-surface modeling.
* Creases introduce extra computation costs proportional to the sharpness
value. However...
* It is generally cheaper to use creases whenever possible instead of adding
extra edges / edge loops.
* Crease sharpness ranges from 0 (smooth) to 10 (infinitely sharp)
* Sharpness above 5 should rarely be needed.
* Both edges and vertices can be tagged with a sharpness value.
* Crease sharpness values range from 0 (smooth) to 10 (infinitely sharp)
* It is generally cheaper to use creases whenever possible, instead of adding
extra edges/edge-loops. However...
* Creases introduce extra computation costs that are proportional to the
sharpness value. So...
* Sharpness values above 5 should rarely be needed.
The following sections introduce some techniques to best leverage them.
@ -149,20 +172,45 @@ Use crease sets
Complex hard-surface models (giant robots, vehicles, buildings...) are likely to
tag large number of edges : it is extremely useful to organize these edges/edge
loops into logical sets with descriptive names. Edges or vertices in a crease
set group all share the same sharpness value. If you are modeling with Maya,
the CreaseSetEditor implements this type of workflow.
set group all share the same sharpness value.
One of the benefits of having edge-loops share identical sharpness values is
that enables very powerful optimizations within the feature adaptive algorithm.
If you are modeling with Maya, the CreaseSetEditor implements this type of
workflow. Additionally, for debugging purposes, it is often very helpful if the
name of a set contains the sharpness value (ex: topDeck_2).
.. image:: images/crease_editor.png
:align: center
:target: images/crease_editor.png
Additionally, for debugging purposes, it is often very helpful if the name of a
set contains the sharpness value (ex: topDeck_2)
Besides authoring convenience, one of the benefits of having many edge-loops
share identical sharpness values is that it enables very powerful performance
optimizations within the feature adaptive algorithm (faster renders & less
memory).
.. include:: under_development.rst
----
Additional Resources
====================
An excellent short tutorial from the Guerrilla CG Project that illustrates many
of the common pitfalls of subdivision modeling, and the strategies to overcome
them:
.. raw:: html
<center>
<iframe width="640" height="360" src="http://www.youtube.com/embed/k_S1INdEmdI" frameborder="0" allowfullscreen></iframe>
</center>
----
Ivo Kos, Modelling Technical Director at Pixar Animation Studios, shows some of
the modeling techniques he uses when modeling props and architecture sets for
feature films.
.. raw:: html
<center>
<iframe src="http://player.vimeo.com/video/70600180" width="640" height="360" frameborder="0" allowfullscreen></iframe>
</center>