Blender 2.8 will use OpenSubdiv (Pixar compatible subdivision surfaces) for modifier stack and rendering within one or two weeks. Viewport (GPU) support is coming too - not defined when. developer.blender.org/rB200212079dba #b3d
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How does this perform relative to the old proprietary way? Or is there a reason to do this other than performance (and I suppose code maintenance)?
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Performance is good to better, main reason is top quality (and industry compatible) subdivision topology when you use creases.
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I'd love to give 2.8 a prope try but still can't choose Maya navigation in latest build.
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And give it a proper name. 'Subsurf' is so closely related to Subsurface Scattering, a misconception. Name it: Mesh Subdiv, Turbosmooth, or OpenSubdiv.
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It just keeps getting better 2 point freaking 8 deep thanks for this incredible software
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