<p dir="ltr">Opensubdiv is only for subdivisions, not for hair or texture resolution. I did think of one problem with that being that refraction can magnify something and then it won't look smooth,I guess the user will have to think about that before enabling this feature on something.</p>
<div class="gmail_quote">On 13 Apr 2014 13:46, "Hadrien Brissaud" <<a href="mailto:hadriscus@gmail.com">hadriscus@gmail.com</a>> wrote:<br type="attribution"><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<div dir="ltr">Hi,<div><br></div><div>this sounds like what OpenSubdiv would do ? Implementation is planned if I'm not mistaken.</div><div><br></div><div>Hadrien</div></div><div class="gmail_extra"><br><br><div class="gmail_quote">
On 13 April 2014 09:53, ishly habib <span dir="ltr"><<a href="mailto:ishrox123@gmail.com" target="_blank">ishrox123@gmail.com</a>></span> wrote:<br><blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">
<p dir="ltr">Hi, maybe this is a stupid idea but I thought maybe an option in the hair rendering in cycles to render in more or less detail/polygon count according to the number of pixels that it will take.That could also include subdivision surface and maybe even a node to be inputted into osl shaders. <br>
</p>
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