Tessellation for Objects (New for 6)

Real-time surface smoothing is a technology that enhances the look of 3d entities in your scene without sacrificing system performance. Real-time used to be synonymous with low polygon count, but by utilizing latent resources from your computer's GPU, iClone is able to enhance polygon count in real-time, resulting in a smoother and more detailed surface appearance for low-poly objects.
View the Video

In computer graphics, tessellation is used to manage vertex sets of objects in a scene and divide them into suitable structures for rendering. Especially for the real-time surface smoothing, data is tessellated into triangles, for example in DirectX 11 and OpenGL.

In iClone, the tessellation method leads to two aspects:

The Benefit of Tessellation

Utilizing the Tessellation technique has some benefit for using iClone.

Basic Tessellation in iClone - Real-time Smooth

The basic tessellation in iClone can be turned on to individual 3D entities. It assists you to enhance the main objects appearances in your scene to lure the attention of the audiences. Please follow the steps below:

  1. Select one of the 3D objects you want to apply the Tessellation feature.
  2. Switch to Modify >> Attribute tab. Activate the Realtime Smooth box in the Prop section.
  3. Alternatively, you may use the Edit> Realtime Smooth command.
  4. The object is smoothed while the others remain coarse appearance.

    Note:

    The real-time smooth in iClone tessellates each triangle by adding two more vertices between original two adjacent ones.

    The original topology.

    Two vertices are added into each side of a triangle face.