Studio subdivision slowness
mjc1016
Posts: 15,001
in The Commons
Here's the scenerio...
Create a cube primitive, any size, 1 division. This creates a 6 poly item.
Render in 3Delight, Progressive ON, default everything else.
Now, go and turn it into a subdivided object, then click the gear on the subdivision sliders and unckeck 'Use Limits'.
Set Subdivision to 9...this turns it into over 1.5 million quads.
The first render, at base resolution,...about 7 seconds.
The second render at SubD 9, 1 min 55 seconds.
Now, leave the render settings the same, but go to Advanced and turn on "Render to RIB"
Repeat.
Now rendering the RIBs...
First render, base resolution. 8 seconds.
Second render, SubD 9, 12 seconds...or almost 10x FASTER than rendering IN Studio!

Comments
I do not know everything so, what means render to RIB?
That SubD is raising rendertimes is possible but I saw now difference between my normal V4 and my V4 as SubD with smoothing modifier back at V4 times. The only effect a high def V4 had was that is slows down my machine during scene building.
Nope, the RIB export is at the level set...which is 9.
Here's the start of the cube...
Here's part of the stats...
And here's the 'base'
Basically, it is amounting to something IN Studio is impacting the way SubD is being rendered.
Just noticed that what is being passed to the RIB exporter is Catmull-Clark and the default in Studio is Catmark.
So I just did a Studio render with the cube, at 9, but set to Catmull-Clark..
Renderman Interface Bytestream...the 'standard' file that is passed to the renderer. It is the configuration, shader information and geometry that 3DL reads to actually render a file.
hmm I have turned my G3F in a catmull clark model :) one reason, the mesh is smoother but I have recognized a thing on different body parts between catmark and catmull clark, upper arms for example, the pre render they look different (if twisted) - rendered they look equal, other bodyparts look different in both, pre render and post render (hip region for example)