View Poll Results: What is the major geometry type that you use?

Voters
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  • subdivision surfaces

    22 23.40%
  • nurb surfaces

    2 2.13%
  • polygons

    69 73.40%
  • hair

    1 1.06%
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Thread: Displacement and Geometry Type Usage

  1. #11
    Join Date
    Apr 2009
    Posts
    511

    Default

    film and tv work.

    most of the time we use subdiv's, for creatures for example. because we work with xsi at the moment we have not the access to the native mr subdiv's so we use the internal xsi ones. we are also using displacements when its needed. for our last project we used a lot of hair, but thats not our every days geometry type. nurbs are not in use for a long time, only some simple patches, but not really "in use".

  2. #12
    Join Date
    Jul 2009
    Location
    Washington, DC
    Posts
    8

    Default moving away from NURBS

    video production, education

    We're running 100%poly. We'd love to start using hair, but don't have the budget for it anytime soon. We had been using a lot of old NURBS based elements, but fading NURBS support from Autodesk has forced us to replace all NURBS objects with polys.

  3. #13
    Join Date
    Jun 2009
    Location
    Sofia, Bulgaria
    Posts
    556

    Default

    Games

    We're using 100% polygons as everyone could guess, no matter if we're doing models for use in a real time game engine, doing cinematic or pre-rendered games. Occasionally we convert to sub-d at render time... Displacement?! Hardly As for hair... We're doing a lot of characters that need it, and still most of the time, it's modeled with polygons the old way, coz rendering hair with mental ray is pain in the as*.

  4. #14
    Join Date
    Jun 2008
    Location
    Los Angeles CA
    Posts
    11

    Default

    Film and TV:

    I use primarily polygons with approximations and displacements for environment work. I am recently switching to Poly's from nurbs because of some reoccurring light leaks at seams. Pollys seem to render a bit faster and are lighter in the scene. But there is an issue when trying to look develop with iRay. Projection coordinates are lost in iRay that render fine in mental ray ( polygonal surfaces with planar projections ). I do still find some uses for nurbs because of ease of use for tubing and different types of forms.
    Engineering data can prove to be problematic when converted from nurbs to polys so in that case I typicaly keep the nurbs geometry.

  5. #15
    Join Date
    Mar 2011
    Posts
    26

    Default

    Softimage whenever possible, so:

    Polymeshes and sub-d for the most part. Lots of particles and strands.

    Usually try to avoid displacement for speed and footprint considerations.

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