Optimal Geometry
Power to the People

Brief Synopsis

 

Introduction

Taking a few steps to optimize your geometry can greatly increases the speed in which you work. In this tutorial, I will demonstrate some examples of optimal geometry.

PiXELS3D | studio | v3.6 and above

An Average Sphere

This is the image the word "Sphere" typically brings to mind. A dense wire mesh that defines the surface, piece by piece. While this is great for Poly modelers, it isn't very efficient with NURBS.

This sphere consists of 256 control points.

A Minimal Sphere

In a NURBS modeler, the same sphere can be defined far fewer control points.

This sphere consists of 16 control points.

It is much faster to work with in nearly every case.

Renders, shaded preview, and animation are all faster without excess geometry.

Example 2 - A Torus

This torus weighs in at 200 CVs.

Minimal Torus
This torus has a mere 16 CVs - The same as the minimal sphere above.
Summary
As a general rule, never use any more geometry than is necessary to define the required surface. This will work to your benefit in larger, more complex scene.
Downloads
Minimal Sphere & Torus Studio Files Minimal Sphere & Torus Scripts

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