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Bart247
01-22-2007, 08:43 PM
I have been rendering a scene using RenderMan for Maya. RenderMan tessellates displacements at resolution, basically each pixel is rendered as a triangle, so there is never any faceting.

I would like to switch to Mental Ray for Maya now and achieve the same results with my displacements!

Do I change the nurbs plane the displacement is mapped into a polygon plane for mr?

What subdiv approximation method should I use for pixel tessellation?

What other tips should I know about mr displacements.