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TurboSmooth and meshsmooth
show user profile  Rawashdeh_omar
Hi guys,
since I am fiddling with vray for the time being I am really concerned about memory usage by 3ds max, and what is the most efficient way to smooth your model.

I searched on Google the difference between the Meshsmooth, Turbosmooth, and smooth modifiers many times, from what i get... the difference is this:
smooth modifier : modify the normals so that the look will be smoothed (no increase in poly count)
mesh smooth : use NURMs (increase poly count but not as much as turbosmooth)
turbosmooth : increase polycount for your whole model and cant be applied to specific part of your model

what i don't get is how turbosmooth is better for memory if it increase polycount more than meshsmooth?

if anyone can clarify in simple words Id appreciate it very much, Iam not a 3d geek so i need it in simple words for newbies!!!
thanx for your time and help.
read 520 times
6/5/2015 6:28:28 PM (last edit: 6/5/2015 6:28:28 PM)
show user profile  LionDebt
subdivision.

it's an algorithm.

So long as you have enough memory to store the resulting vertices / mesh data, you can 'subdivide' (ie: turbosmooth) your mesh. Each "iteration" of subdivision, divides each polygon into 4.

Ie: A 6 sided cube with 1 iteration will have 24 polygons. Iterate it again it will have 96 polygons etc.

I think Meshsmooth is an older modifier than Turbosmooth. Both are woefully inefficient compared to modern subdivision techniques (see zBrush / MudBox) - or rather, the way 3DS Max handles lots of polygons compared to these programs is inefficient. Different tools, different jobs.
read 505 times
6/5/2015 8:16:18 PM (last edit: 6/5/2015 8:16:18 PM)
show user profile  Garp
MeshSmooth (with NURMS) and TurboSmooth give you the same polycount.
TurboSmooth's implementation is better: it's faster and uses less memory for its computation. Plus it has vertex and edge weighting which can allow you to get a good result with less iterations.

These algorithms are not meant for optimal output. If polycount is at a premium, you should add the extra geometry you need and edit your normals manually. Shorter render time vs. longer production time.




read 489 times
6/5/2015 11:24:48 PM (last edit: 6/5/2015 11:26:40 PM)
show user profile  Rawashdeh_omar
thanx for the information guys, i really appreciate the help iam getting ^^
read 475 times
6/6/2015 1:50:16 AM (last edit: 6/6/2015 1:50:16 AM)
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