I have a few questions related to subdividing geometry:
1.- When rendering with displacement, does SPD affects equally the whole geometry or is it adaptive and it subdivides more or less as needed to suit the texture ?
So if I set my SPD to 2 subdivisions, is the whole object subdivided by 2?
At the moment when I deform the areas around a ship on the ocean with a proximal shader with displacement or directly with a displacer it is quite slow, so I wonder if the SPD subdivides the whole ocean or only the areas where the displacement occurs.
2.- Is hypernurbs the only way to control subdivisions when applying a deformer or is there a SPD-like method?
and it seems to be my dream solution for my ocean scenes when I need to deform areas of the sea around my ships for hull generated waves etc.
It does essentially what Realflow hypermesh used to do which was sadly dropped a couple of releases ago,( not sure why) i.e. it subdivides dynamically the mesh as needed only within the viewable area of your camera.
The plugin is supposed to be a deformer of some sort so I wonder if there is a way to subdivide only affected areas in a regular deformer that I'm not aware of .... For example if I deform a plane with a sphere using say the collision deformer I will need a hypernurbs to smooth out the deformation (unless I have enough segments in my plane from the start) but this will affect the whole plane creating a lot of unneeded polygons in the areas not affected by the deformer.
1. SPD subdivides the whole mesh. It's not adaptive.
2. I'm not familiar with the plugin but it looks interesting. Generally I would deal with these situations by manually subdividing the polgons in the areas that I know will need the extra resolution. This also works for SPD.