Smooth Surface 

Smooth Surface is designed to work on characters which polygons need to be subdivided to add more details on the viewport or at render time.

Ornatrix hair is topology dependent, this means that the hair roots will be recalculated if you subdivide the geometry at render time. This is a problem because when a geometry is subdivided its shape will change and the hair roots will not match the surface on which the hair was generated.
Smooth Surface uses the Open-SubDiv algorithm to calculate the geometry subdivisions and then recalculate the root positions according the new geometry.

Smooth Surface must be used at the top of the operators stack to allow the correct subdivision of the roots after all the effects like Clumps, Frizz, Curls, etc has been computed.

 

Parameters 

  • Viewport Division Levels
    Mesh subdivision levels for viewport display. Use this parameter to set the preview subdivisions of the mesh used to generate the hair. It should have the same value as your mesh's preview subdivisions.
  • Render Division Levels
    Mesh subdivision levels for rendering. Use this parameter to set the render subdivisions of the mesh used to generate the hair. It should have the same value as your mesh's render subdivisions.
  • Use Render Value for Preview
    When on, the value set in Viewport Division Levels is ignored and Render Division Levels will be used for both, preview and render subdivision.
  • Strand Direction
    Determines the direction of the strands after subdivision of the distribution mesh.
  • Boundary Interpolation
    Defines the limit surface interpolation to boundary edges.
  • Uv Interpolation
    Defines the interpolation on face-varying data.
  • Chaikin Creases
    When on, creases are interpolated using Chaikin's algorithm.
  • Smooth Triangles
    When on, triangular faces are subdivided more smoothly.
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