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by BubRoss
2244 days ago
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Polygons can be smoother and subdivided efficiently at render time without artifacts, which is how they are used now. Nurbs and other curved surface representations end up with huge problems pragmatically when it comes to tools, workflow, visualization, texture coordinates, keeping the surfaces together etc. The list is long. Polygons are very simple in all these areas and can be made smooth at render time so you get the best of both worlds. If you were in a production situation it wouldn't be long before you gave up these ideals. |
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Well, that and banding in the gradient of a sky. Those two things break the otherwise so realistic rendering quite commonly.