From the course: 3ds Max: Rendering with Arnold
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Optimize subdivision with frustum culling - 3ds Max Tutorial
From the course: 3ds Max: Rendering with Arnold
Optimize subdivision with frustum culling
- [Narrator] In the previous movie, we saw how to set displacement subdivisions to optimize level of detail so that polygons that are small in the frame are not subdivided. Now we'll see how to further optimize subdivisions so that polygons outside the camera field of view will not be subdivided and that'll allow us to render even higher levels of detail more efficiently. Let's do a production render of our physical camera view. Click on render production. And this is where we left it on the last movie. We've got a displaced terrain, and I'm mapping the base color with a polywire utility so that we can see the actual polygons. Now let's enable frustum culling to constrain the subdivided area within the camera's field of view or frustum. Open up the render setup dialogue in the Arnold Renderer tab. Scroll down to the geometry subdivision and hair section. And enable frustum culling. If we render this now we won't see…
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Contents
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Test rendering with the utility map3m 20s
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Mesh subdivision with Arnold Properties3m 55s
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Render adaptive displacement6m 17s
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Optimize subdivision with frustum culling3m 38s
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Control displacement with Arnold Properties5m 28s
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Panorama rendering with a spherical camera3m 6s
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