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This chapter is from the book

This chapter is from the book


Sorry, nothing too racy here, just a steamy hot tip that can dramatically speed your renders and reduce your modeling. Maya breaks a beautifully curvaceous NURBS surface into a polygonal mesh during the act of rendering, and it usually does a reasonable job of setting the amount of tessellation required. But as with all automatic things in Maya, it is best for you to decide what is proper. Pick a NURB surface, go to Attribute Editor, Tessellation, Advanced Tessellation, and enable it. If you check Display Render Tessellation in the Tessellation box above, you can compare what Maya is suggesting to a more optimal setting that you might make. Use Stick to Mode U, V of Per Span # of Isoparms, and raise and lower the Number setting until that chunky monkey becomes as smooth as a baby's behind. And you thought there was no nudity involved in this tip.

Figure 3.6Figure 3.6

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