The exported shapes topology can be observed by applying a utility shader, with overlay set to polywire mode.
Exporting to Quad takes around three times more than triangles.
These settings control Arnold's tessellation of subdivision surfaces. Note that, as well as the global subdivision control described below, you can also control the subdivision of an individual object, via the Arnold Properties Modifier. The actual number of subdivisions for each object will be the lower of the two values.
When enabled, the user provides a specific camera that will be used as a reference 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 moves of the main camera. If you set a static dicing camera, you will still get the benefits from Adaptive Subdivision (higher polygon detail closer to the dicing camera) while getting a tessellation that does not change from frame to frame.
By default, this is disabled, and should only be used when necessary, and with a carefully chosen position for the dicing camera.
Bear in mind that each subdivision iteration quadruples the number of polygons. If your object has 2 levels of subdivision iterations set and 4 additional iterations set in Arnold, that's 6 subdiv_iterations total and therefore 426936 * 4^6 = 426936 * 4096 = 1.7 Billion polygons.
Describes how the curve is formed from the control points. Choose between Catmull-Rom and Linear.
Spline shapes are not currently supported.