These settings control the renderer's tessellation of subdivision surfaces for an object.

Settings

Max. Subdivisions

This value sets an upper limit on the number of subdivision iterations for all objects. By default this is set to a very high value (999) which in practice has no effect. Setting this to a low value such as 1 or 2 can be useful when debugging scenes that take a long time to subdivide/tessellate.


Adaptive

With adaptive subdivision, tessellation density across an object's surface varies depending on the distance of each surface patch to the camera as well as the image resolution (i.e., it is view-dependent). This will generally create far less polygons than subdividing to a fixed number of user-specified iterations.

The maximum allowable difference for the chosen metric (subdiv_adaptive_metric) in the chosen space (subdiv_adaptive_space). The smaller the error, the closer to the limit surface a mesh will be and the less inter-frame "popping" when the subdivision level jumps, at the expense of using more polygons. A value of 0 disables adaptive subdivision, reverting to uniform subdivision, which can be more stable in animation.
Examples:
  • a value of 1.0 with subdiv_adaptive_space set to "raster" and subdiv_adaptive_metric set to "edge_length" will subdivide until all edges are shorter than 1 pixel.
  • a value of 1.0 with subdiv_adaptive_space set to "object" and subdiv_adaptive_metric set to "flatness" will subdivide until the tessellation is closer than 1 unit in object space to the limit surface.

See examples here.

Use Alternate Dicing Camera

When enabled, the user provides a specific camera that will be used for all dicing (subdivision) calculations during Adaptive Subdivision (in other words, the tessellation of the object will not vary as the main camera is moved). This can be useful to fix objectionable flickering introduced by Adaptive Tessellation with certain camera moves. By default this is disabled, and should only be used when necessary, and with a carefully chosen position for the dicing camera.

Dicing Camera

The camera that will be used for dicing calculations if Use Alternate Dicing Camera is enabled. If you set a static dicing camera you can still get the benefits from adaptive subdivision (higher polygon detail closer to camera) while getting a tessellation that does not change from frame to frame.

See examples here.

Cube subdivided with 0, 1, 2 and 3 iterations

 

 

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