What Can You Approximate?

You can apply and adjust the geometric approximation of an object’s various surface types. Your choices are as follows:

Hardware Display—Does not affect the geometry of NURBS surfaces and curve objects and is used for viewport display purposes only.

Surface—Affects the entire geometry of NURBS surfaces and curve objects. Surface approximation is often used in conjunction with displacement approximation.

Surface Trim—Defines how the trimmed edges of NURBS surfaces and surface curve elements are approximated. For example, the rim of a hole cut into a sphere.

The surface, surface trim, and the hardware display options are discussed in Geometry Approximation on NURBS [Surface and Curve Modeling].

Polygon Mesh—Defines how a polygon object’s surface is approximated. You can specify the discontinuity angle or use the (default) automatic-discontinuity option.

The polygon mesh options are discussed in Geometry Approximation on Polygon Meshes and Subdivision Surfaces [Polygon Modeling].

Displacement—Approximates areas that have had a displacement assigned to them through a texture. Displacement approximation is directly influenced by the surface–approximation values (for both NURBS meshes and polygons). See the Displacement options [Properties Reference].

For moving objects with displacement, you can optimize the displacement approximation depending on how fast the object is moving by setting the Motion-Based Displacement Quality option on the Optimization tab of the mental ray Render Options Property Editor [Properties Reference]. The automatic reduction of displacement detail on moving objects has a significant impact on rendering performance and memory consumption by cutting down on the typically huge amount of tessellation data that gets generated.

The displaced geometry should have a geometry approximation property applied to it and motion blur must be enabled for the render region and/or the render pass. See Defining and Rendering Motion Blur [Lights and Cameras].

Hair—Controls geometry approximation for rendering hair. These options are discussed in Setting the Geometry Approximation [Hair].

For Surface, Surface Trim, and Displacement approximation, you are given the choice of Parametric approximation, Length, Distance, Angle (L/D/A) approximation, or Fine approximation technique.

Parametric techniques operate in UV space, while the three length, distance, and angle dependent techniques operate in 3D space, as does the fine technique.



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