Figure 214
shows the SUBD surface generated from the network shown above.
Overall its not looking too bad but, on closer inspection, some areas
seem to show odd kinks that you wouldn't expect or want.
Figure 214. Default Surface |
 |
Figure 215
shows a detail of the eye area; the arrows point to a few obvious
kinks and creases.
Figure 215. Close-up of Eye |
 |
Arrow number
1,
pointing into the corner of the eye, shows one very common cause of
kinks. The problem here is the large change in grid spacing from the
area around the eye to the more detailed grid in the corner of the
eye. One solution would be to add more shape or division points to
the area surrounding the eye to force more even grid spacings. The
draw-back to this method is that you are probably adding more detail
where you don't need it, and the final control hull will be much
heavier than you want.
The arrows numbered
2
highlight another common cause for artifacts in the surface. This
particular problem has already been described in the
Creating SUBD Patches
chapter, and always occurs along resolution change boundaries.
You can see from the control hull (right side of image) how the
control points in these problem areas are pulled out in exaggerated
ways. The best solution is to add fit points to change the fitting
methods used.
Figure 216. Close-up of Eye and Fit Points |
 |
Figure 216
shows the same area of network, but this time with green fit points
added. You can see an immediate improvement in the surface quality.
Figure 217. Close-up of Eye and More Fit Points |
 |
Figure 217
shows the final result, with a scattering or more green and white fit
points. Although the addition of fit points can improve the SUBD
surface smoothness, keep in mind that its relaxing the fit
requirements, and so the resulting surface isn't following the
underlying polymesh as accurately. This often isn't such a big deal
though, as a less exaggerated control hull can be more important when
it comes to animation, and any error is picked up in displacement
maps.
Remember:
Hit
Rebuild
after adding fit points if you want to see how they affect the
control hull and fitted surface.
 |
Half Completed, Then Mirror Copy |
 |
Figure 218. Half Completed, Then Mirror Copy |
 |
Figure 218
shows the completed half, and the templated mirror merged with the
original. Normally with NURBS networks, you would define all the
texture mapping information
before
templating the half. But with SUBDs the mapping is defined
after
the surface is complete. This is because the UVs have to be
calculated for the entire surface at once.