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Each click of the
Loop Subdivide
button quadruples the number of vertexes and faces in the polymesh.
Its fairly slow, so to be prepared to wait a while (many minutes) for
larger polymeshes to be subdivided.
Figure 20. Loop Subdivision |  |
Figure 20
shows the original polymesh on the left, one level of subdivision in
the middle, and a further subdivision on the right. You can see that
the Loop subdivision (similar to Catmull-Clark subdivision, but for
triangles not quads) does a fairly good job of reducing the polygon
facet look while retaining edges and texture.
The reduction of the faceted look can be important when extracting
displacement maps. If the resolution of displacement maps are higher
than the polymesh point density, they will begin to capture the flat
faces and you'll see them in the final renders. By Loop subdividing
the polymesh before calculating the maps, you can reduce this
effect.
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