Geometry approximation specifies how polygons, NURBS surfaces, and curves should be tessellated (divided into triangles at rendering time). The various methods of approximation let you reduce the number of triangles in the geometry of an object and still render a very smooth surface.
Topics
• Where to Use Which Approximation
• LDA (Length/Distance/Angle) Approximation
• Setting View Dependency (LDA and Fine Approximation)
• Setting the Subdivision Limits (LDA and Fine Approximation)
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